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Cozy Keep News

Demo Update - v0.5.22.0424A

Hello there, Shopkeepers!
It's been a while... Let's catch up on the past few months and discuss what we've been up to!


[h2]About your old saves[/h2]
We know it's annoying but with so many changes, we highly recommend you to reset your save files in order to have a functional game.

[h3]Your Feedback[/h3]
We want to express our gratitude once more for utilizing the in-game feedback system. Every single message has been received and carefully considered.

[h3]Progression System[/h3]
We've crafted a new progression model that we believe aligns with the gameplay, providing players with a sense of genuine growth while maintaining an appropriate level of challenge.

Now, every action you undertake in the game rewards your character with XP. Accumulating sufficient XP will elevate your Shopkeeper Level (previously known as 'Shop Level'), unlocking various perks and systems within the game.

What's new?
We've introduced a Knowledge Tier system for players:
  • Tier I - Wood (Unlocked by default upon starting the game)
  • Tier II - Stone (Unlocked upon reaching Shopkeeper Level 2)
  • Tier III - Iron (Unlocked after smelting your first Iron Ingot)
  • Tier IV - Gold (Unlocked after smelting your first Gold Ingot)
  • More Tiers to come in the near future...

Each Tier unlocks a range of new items, products, and challenges for players to explore.

[h3]The Travelling Merchant[/h3]

The Travelling Merchant has been revamped to offer a dynamic selection of items and increased stock based on player purchases. Unlocking and crafting new items independently won't guarantee their availability with the Travelling Merchant the following day. This adjustment addresses the concern that players might not feel a sense of accomplishment upon unlocking new items if NPCs already offer them for sale.

Furthermore, buying more from The Travelling Merchant will unlock various perks such as faster spawn rates, greater patience, better prices, and more.

[h3]The Ordering System[/h3]

Items now feature tier-based pricing, with higher-tier items commanding higher prices. The stock is also affected by this new system, higher-tier items might not be available every single day.

[h3]Special Orders Board[/h3]

Successfully completing orders builds trust with customers, leading to an increase in order volume over time. Additionally, the rewards for fulfilling orders will improve, incentivizing players to invest time and effort into completing them.

To enhance player experience, we've introduced a visual indicator for active orders. These can now be easily viewed and managed through the new Journal UI.

[h3]Hammers and Building[/h3]

We now offer four types of Hammers: Wooden, Stone, Iron, and Gold. Upgrade your Hammer through crafting or purchasing to unlock access to new blueprints.

We're also introducing a new bonus for Hammers: Salvaging - Players now have a chance to retrieve materials after building structures, adding an additional layer of resource management.

[h3]New Items[/h3]
Many items have undergone similar enhancements as the Hammers. Crafting superior items will grant access to improved stats and bonuses, encouraging players to strive for higher-quality equipment and items.
  • Tools
  • Weapons
  • Gear

[h3]Items, Recipes, Prices and Profits[/h3]
We've meticulously adjusted the pricing of all items to ensure that investing time into gathering resources and crafting higher-quality products yields a profit. Whether you're purchasing core materials or farming/gathering them manually, you'll find that your efforts are always rewarded.

Moreover, we've revamped the crafting system to provide logical recipes for all craftable items. Additionally, we've introduced a variety of new items such as Iron and Gold Bars, Herbs, Pies, Stews, and more, expanding the range of available products for players to enjoy and sell.

[h3]Map and Map UI Changes[/h3]

Responding to your feedback, we've dedicated significant time and effort to revamp the Map UI, resulting in a vastly improved system. Here are some key enhancements:
  • Your location is now displayed on the map, providing better navigation
  • The Legend can be filtered, allowing you to customize the display based on your preferences
  • Introducing dynamic Marker placement, enabling you to mark points of interest with ease
  • Enjoy improved functionality with the ability to zoom in/out and pan the map, providing a more immersive experience

We've implemented several adjustments to the Valley Map:
  • Gold Deposits have been removed to rebalance resource distribution to the new Mine Map
  • The number of Iron Deposit locations has been reduced for a more balanced gameplay experience
  • Shadow quality has been enhanced to address concerns about excessive darkness, eliminating the need for players to adjust Gamma settings
    Before: After:
  • New gathering locations for Mushrooms, Herbs, Clay, and Soil have been added, providing players with access to these resources free of charge


[h3]The Mine Map[/h3]

Exciting news! The depths of the mine are now open for exploration. Archibald the Miner will guide you on the necessary steps to gain entry into this underground realm.

Inside the Mine, you'll discover Coal, Salt, Iron, and Gold Deposits, alongside formidable enemies that will test your skills. It's advisable to come prepared with essential supplies: a torch for illumination, provisions like food and water, a reliable pickaxe for mining, and, crucially, weapons and gear for self-defense.

Please note that dynamic location markers cannot be placed within the Mine, but you'll still be able to track your location as you delve deeper into its depths.

[h3]The Basement[/h3]

We've given the basement a makeover, refining its aesthetics and style to create a more visually appealing environment. Consider this just the beginning, as we have ambitious plans for its future development. Stay tuned for more updates and enhancements to come!

[h3]New Death System[/h3]

In Cozy Keep, death is not the end of your journey; instead, you'll respawn back at the Shop upon meeting an unfortunate demise. However, there's a catch: you'll drop your Backpack (Inventory) at the location of your death. But don't worry, you can retrieve your belongings by returning to where you fell.

In the mine, the rules are slightly different. If you meet your end underground, your Backpack will respawn at the entrance of the mine, providing a fair chance for recovery without undue punishment.

[h3]Dummies[/h3]

To provide a clearer understanding of your weapons' capabilities in light of the numerous new items, we've introduced a damage indicator. You'll now encounter friendly entities in the Basement and throughout the map, serving as targets for testing your weapons. Don't worry, they're impervious to pain, so feel free to unleash your attacks without hesitation.

Additionally, a new hit marker effect and UI have been implemented to offer real-time feedback during combat.

[h3]Enemies[/h3]

Enemies have undergone significant improvements in both combat prowess and movement mechanics. Expect a more formidable challenge as they become more agile and tactical.

Upon getting too close, enemies will aggro and pursue you for a limited time and distance. However, if you manage to evade them for long enough, they'll eventually lose interest. At this point, they'll gain an immune status, regenerate their health, and return to their original location, ready to engage anew. This dynamic behavior adds depth to encounters and ensures that battles remain engaging and strategic.
To provide better feedback during combat encounters, we've implemented Health Bars above enemies' heads.

[h3]Animals and Birds[/h3]
We've extended the same enhancements to Animals and Birds, ensuring that they pose a more significant challenge during encounters. Like enemies, they'll now acquire an immune status and regenerate health if you cease attacking them.

Additionally, Health Bars and Damage Indicators have been incorporated for Animals and Birds, enabling you to track their health and gauge the impact of your attacks.

To further enrich the gameplay experience, we've adjusted the spawn rate and quantity of Animals and Birds.

Introducing a new system for acquiring eggs: by approaching and petting a Chicken, it will spawn an Egg. This provides a more interactive and engaging method for gathering resources in the game. Early footage of this system, definitely not a bug :D

[h3]New Player UI and Overall UI Style[/h3]

We've dedicated time and effort to crafting a new UI style for players, replacing the placeholder art that was hastily assembled for testing purposes. While this new design represents a significant improvement, it's important to note that it's not yet final.

We're committed to ongoing refinement based on your feedback, ensuring that the UI continues to evolve in line with your preferences and needs.

[h3]Keys and Accessibility for UIs[/h3]

We've carefully listened to your feedback regarding the usability of the UI and the inconsistency of actions not always utilizing the assigned keybindings. In response, we've implemented comprehensive changes to ensure that all actions now correspond to their designated keybindings. Additionally, the correct key icon will be displayed alongside each action, providing clear visual guidance.

This marks the initial phase of our commitment to making the game more accessible and inclusive, with the ultimate goal of offering full controller support. Our vision is to enable players to navigate all UI elements using just the keyboard, offering an alternative input method for those who prefer it or need a break from using the mouse. We're excited to embark on this journey toward enhanced accessibility and usability for all players.

[h3]New Quest System[/h3]

We've overhauled the Quest System to provide a more immersive and interactive experience for players. With the new system, you'll have the ability to pin and unpin quests directly onto the screen for easy reference. Furthermore, you can now track quest progress, view rewards, and check expiration times—all conveniently accessible through the revamped Journal UI.

This enhancement not only offers greater convenience but also adds depth to your questing experience, allowing you to stay organized and focused on your objectives.

[h3]Henry The Cat[/h3]

We've introduced a new feature that allows you to rename Henry, your faithful companion, addressing feedback from players who wished to personalize their cat's name. In the future, we intend to expand on this customization option by enabling you to change Henry's color and potentially even his model, catering to those who want their in-game feline friend to resemble their real-life cat breeds more closely.

We're also thinking about our fellow friends who might want a dog companion. We have big plans for you guys too, we will share more in the future!

[h3]Main Menu and Settings Menu[/h3]

We've revamped the design of two important UIs, but the highlight is the all-new Settings UI, which offers a plethora of options and improved functionality. In response to feedback, we've resolved a significant issue with the previous system: now, Resetting Settings To Default only affects the current category, rather than all settings across the board.

This refinement ensures a smoother and more intuitive user experience, empowering players to tailor their settings to their preferences with greater precision and ease.

[h3]Bug Fixes[/h3]
  • Players could duplicate items by Splitting Stacks of items
  • Players could tools and other items
  • Sleeping while Fainting was setting in would cause a permanent blur effect
  • Hitting any vegetation with the Axe would spawn trees and logs at that location

Once again, we'd like to thank everyone for supporting us by testing the game and providing feedback. We will soon announce the release date, as we believe this game has the potential to become something truly great with more players contributing ideas and feedback. Our to-do list is still extensive, so stay tuned for future updates. We hope to update the game more frequently now that we've established its core.

Wishlist and Follow Cozy Keep if you haven't already:
https://store.steampowered.com/app/2261350/Cozy_Keep_Farm_Craft_Manage/

Also, one of our good friends has released a really cool game on Steam, check it out:
https://store.steampowered.com/app/1717090/Into_the_Necrovale/

RuneScape meets Stardew Valley in cozy Steam survival game

Ever wandered into an equipment shop and wanted to be on the other side of the counter? Cozy Keep, available to demo as part of Steam's Capitalism and Economy Fest, offers just that opportunity. But if you're to be a successful fantasy merchant, you'll still need to get your hands a little dirty.


Read the rest of the story...

Demo Update - v0.4.11.1123A

Hello there, Shopkeepers!
We hope everyone is having a great weekend!


[h2]Thank You![/h2]
We extend our gratitude to everyone who utilized the in-game feedback system. We have received all your messages, and we want to assure you that we are diligently reading and listening to each one!

[h2]Ordering Products[/h2]
Purchasing items from the Travelling Merchant is an excellent way to make easy profits - buy low and sell high. However, the stock is often uncertain, with some days lacking certain items.

Q: What do you do when you need a specific item, and your beloved Travelling Merchant comes empty-handed for several days?
A: You order the desired products from other sources!

The Ordering Products System will address this issue by allowing you to order any item at any time. However, there's a catch... your products will take some time to be delivered, and the buying price is a bit... pricey!"


To order an item, go to the Management Table, select the 'Order Products' UI, choose the desired items, and place your order!

Note: Some products might be out of stock, while others could be discounted. Please check the prices daily to ensure you don't miss out!


Outside your shop, you'll find a postbox where your orders will be delivered.

[h2]Quickfixes[/h2]
  • We've addressed a bug that was preventing foliage changes (e.g., removing a stump) from being saved correctly.
  • We've resolved a bug that was causing Special Orders to have incredibly long time limits.
  • We've fixed a bug that was preventing Special Orders from generating requests based on your Shop's level and items pool.
  • We've corrected a bug that was preventing Flour from being craftable at the Crafting Table.

We have numerous mechanics to implement and even more to polish.
Stay tuned for upcoming content updates!
Once again, thanks for playing!

Demo Update - v0.3.27.1023A

Hello there, Shopkeepers!
We hope everyone is doing great!

[h3]Farming[/h3]
This update introduces a new system into the game: farming seeds and growing your own vegetables, which can later be sold for profit, eaten, or used to cook different dishes.

Farming can be done on the farmland near the shop. To use it, you need to purchase it from the King and clean it, as it's in a rough state. To grow your vegetables, you need to build a box planter. For now, these come in four versions. Once you have a box planter, all that's left is to plant the seeds and water the soil. Vegetables will grow relatively fast, taking 24 hours to go from seeds to harvestable plants.

[h3]The Broom[/h3]
The Broom underwent changes in the last update, which caused confusion, especially among players who had played the first version of the game.

The Broom has two actions:

You use the Left Mouse Button to Sweep the floor.
You use the F key to Attack the Thieves.

These actions' keys are rebindable (Settings -> Controls)


[h3]Direct Feedback[/h3]

We value feedback from players and have implemented a system that allows you to send direct feedback or bug reports from within the game. You can access the Feedback UI from the Main Menu or by pausing the game. Please don't hesitate to share your thoughts and suggestions!

[h3]Travelling Merchant[/h3]

The Travelling Merchant now has filtering options to find products based on their specialization.

[h3]Additions & Changes[/h3]
  • We've increased the range of hammers.
  • We've added a Shovel item, which can be used to remove Stumps.
  • We've changed the thief's icons from white to red for better visibility.
  • Notes around the map now have a marker that pops up when you get near them.
  • We've added a few more FPS limits (165, 240, 360Hz) - we recommend using V-Sync.
  • We've increased the range of the torch.
  • We've updated the map to also display the new farming land.

[h3]Bug Fixes[/h3]
  • We've fixed a bug that caused the Quick-slots to not refresh correctly.
  • We've fixed a bug that caused the player to have a weird rotation upon loading a save file.
  • We've fixed the collision of the rocks surrounding the valley.
  • We've fixed multiple sound effects not being affected by the volume settings.
  • We've fixed a bug that caused the player to play the wrong footstep sound effect after walking on a wooden bridge.

Once again, we would like to thank everyone for playing the demo and sharing your thoughts. It really helps shape the game.

Demo Update - v0.2.30.0923A

Hello there, Shopkeepers!
As always, let's not waste time and get straight into the patch notes!

Environment Update
  • We've decided to remove the big walls surrounding the map and replace them with mountains and rocks, creating an actual valley that allows players to breathe and not feel anxious and enclosed.
  • Global lighting has been improved.
  • With the new lighting changes, we've also added two new options in the Video Settings Menu.
  • We've added more foliage interaction: logs, fallen trees, saplings, and branch piles are now pickable.


Customers
  • Customers are now able to express their feelings while shopping.
  • After you open the portal, customers will come to the shop based on a wave system, as it felt unnatural to spawn all customers at once. The amount of customers and the time of spawning isn't displayed, so stay near the shop while the portal is open.
  • Some customers won't come to the Management Table when they need attention. Instead, they will wait near the shelves/tables, and you have to go to them to see what they need.
  • Every now and then, your shop will get customers who demand immediate attention. These customers will have a shorter waiting time, so you should prioritize their needs.
  • Customers will admire your shop decorations from now on, so make sure you invest in the appeal of your shop.
  • We've improved the overall navigation in and out of the shop.
  • We've improved the shopping list creation for each customer. It should now be easier to sell new products.
  • Customers will now get really angry if the shopkeeper blocks their path, so you should arrange tables, cupboards, and other displays in a way that each one is reachable.
  • We've also balanced the number of spawned customers based on the shop's stats."


Thieves, Theft and the Broom

What's a shop without thieves? Probably a really boring experience.

Thieves will come to your shop and act like normal customers. When it's time to make the payment, they will simply run off with the stolen goods!

You never know what someone is going through; maybe the thief has a good reason behind their actions. So, we've decided that the best and only way to punish them is by hitting them with a broom!"

[h3]The Broom now has 2 actions:[/h3]
  • Press the [F] key to sweep the floors.
  • Press the [Left Mouse Button] to attack."


Shop Reputation

The shop reputation system has been revamped. When you begin a new game, the shop starts with 100 bad reviews, resulting in a 1-star reputation. Customers will now review your shop based on their experiences. It's your responsibility to do whatever it takes to achieve a 5-star shop.

ADDITIONS, CHANGES & REMOVALS
  • Changed the soundtracks of the game
  • Added a crowd sound that gets louder based on how many customers are present in the shop
  • Updated the demo end UI to display the new logo and illustration
  • Added the option to name your shop by using the Management Table
  • Firecamps can now damage the player
  • The traveling merchant stays for a shorter period of time
  • Improved the speed of going downstairs/upstairs
  • Changed the loading screen UI by adding new and stylized images of the game


BUG FIXES
  • Fixed a bug that caused the footstep sounds to not play according to the ground material the player was stepping on.
  • Fixed a bug that caused customers to get stuck if players deleted all tables/shelves while customers were looking for products.
  • Fixed a bug that allowed the portal to be opened even if there were no products displayed.
  • Fixed a bug that caused the traveling merchant to wait near the portal before coming to the shop.
  • Fixed a bug that caused all displays to show the wrong name.
  • Fixed multiple sound effects not being affected by the audio settings.
  • Fixed a bug that allowed players to pick items from shelves even if their inventory was full, causing items to be lost.
  • Fixed a bug that allowed players to interact with customers even if they didn't ask for attendance.
  • Fixed a bug that caused the map markers to point to the wrong location.
  • Fixed a rare bug that allowed customers to spawn trash outdoors.


Thank you for the support!