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Cozy Keep News

Quick Fix EA_v0.0.5b

  • Fixed the shop's safety not increasing after catching a thief.
  • Fixed new key mappings not being saved correctly.
  • Fixed trees and fruit trees not growing correctly over time.
  • Fixed UIs getting stuck if one was on-screen when you died (e.g., unlocking a chest in the Mine and getting killed by archers).
  • Fixed the fainting system, which caused rare bugs with fruit tree growth times as well as special and normal orders.
  • Fixed the scarecrow failing at its sole purpose of scaring crows.

    Please note that some crows are exceptionally brave and may still steal crops even if a scarecrow is near your planters. The chance is very small —about 1%— but it can still happen if you're unlucky.
    I'll continue gathering feedback on this!

Quick Fix EA_v0.0.5a

  • Fixed saplings growing in just a few seconds instead of 2–3 days.
  • Fixed gamepad sensitivity being affected by the FPS and VSync, which caused the sensitivity setting to be ignored.
  • Fixed the settings menu showing resolutions unsupported by your monitor.
  • Added an option to display the names of items requested by customers for players using controllers, as they cannot hover over the items to view more details. (basically the same system used to see the ingredients for crafting recipes)

EA_v0.0.5 Patch Notes

Hello there, Shopkeepers!

First of all, I'd like to express my gratitude for your support! Thank you for playing Cozy Keep and, most importantly, for taking the time to provide feedback, share your ideas, and participate in playtesting!

Now, let's talk about this update!

[h2]Farming[/h2]
Farming is an important part of the core gameplay loop. I've listened to your feedback, and here's what's new:
[h3]New Items[/h3]


[h3]Faster Interaction with Planter Boxes[/h3]

While having a UI to interact with the Planter Boxes is useful, it can become annoying—and even frustrating—as your number of Planter Boxes grows. Navigating the UI repeatedly to plant seeds or harvest crops can feel cumbersome.

[h3]Note: The UI method is still available and isn't replaced by this new one! You can choose to use them based on your needs![/h3]

From now on, you can simply equip Seeds, Water Bottles, or Water Buckets to your quick slots and use them by looking at a Planter Box and pressing the corresponding action key.

Removing seeds and harvesting crops can now be done the same way.

Additionally, you can examine the Planter Box directly to check details like water levels, seed growth, and more.

[h2]The game should update the key bindings on its own but if it doesn't, you can bind them as you wish by going to Settings -> Keyboard/Controller [/h2]


[h3]Watering Your Crops[/h3]

Watering with a Water Bottle or Bucket works, but some of you suggested a faster option. Enter the Watering Can!

The Watering Can can be crafted at the Crafting Table. You’ll only need one, as it allows you to water multiple Planter Boxes simultaneously. Its water capacity is also larger than that of bottles or buckets. To refill the Watering Can, simply walk through a river or use the Water Well near the Farming Land.

[h3]Crops, Growth Time, and Yields[/h3]
All vegetables and crops in the game have been adjusted to add more challenge. Growth times now range from 1–3 days, with varying yields for each crop.

[h3]Soil Fertilizer[/h3]

To balance the updated growth times, I've added a new item: Fertilizer!

You can apply Fertilizer to your Planter Boxes to increase the chance of harvesting more vegetables and crops. Each pack of Fertilizer lasts for three harvests per slot.

You can craft Fertilizer by building a Composter on your Farming Land and sacrificing some of your vegetables, fruits, or crops.


[h3]Seeds and the Seed Extraction Table[/h3]

Previously, getting seeds after harvesting crops was convenient, but it lacked challenge. Additionally, it didn’t allow for seed resale.

Now, you can build a Seed Extraction Table to “sacrifice” some of your crops in exchange for seeds. These seeds can be replanted or sold.

Don’t worry—maintaining a good stock of both seeds and crops will still be achievable. I’ll monitor your feedback and adjust the system to ensure it remains fair and fun.

[h3]Scarecrow[/h3]

Previously, a free Scarecrow was provided on the Farming Land, but not everyone appreciated this friendly figure. Some even called him “scary.” He has now retired, but he kindly left instructions on how to craft new Scarecrows.

Why build a Scarecrow? To scare crows, of course! From now on, crows may occasionally steal your crops or planted seeds. The chance is small, but not zero—so watch out!

[h3]More Planter Boxes[/h3]

New Planter Boxes with 5, 9, and 15 slots have been added, allowing you to grow even more crops.

[h3]Fruits and Fruit Trees[/h3]

One of the most requested features has arrived: Fruit Trees!

You can plant Fruit Trees using a Shovel, and they can be placed anywhere on the map, just like regular trees. They take 3 days to fully grow for the first harvest. After that, each harvest takes an additional 3 days, with the tree remaining until it has yielded fruits three times. You can harvest fruits from a tree 3 times, after the 3rd harvest the tree will die.

You can chop down Fruit Trees at any time. If they have fruits ready for harvest, you’ll still receive the fruits when chopping them down.

[h3]Beehives[/h3]

Two new types of Beehives have been added. Larger Beehives produce bigger yields. Building recipes have been updated to provide more of a challenge for your beekeeping journey.

[h2]Changelog:[/h2]
  • Added blueberries and wild berries to the map.
  • Added mushrooms (poisonous and normal) to the mines.
  • Fixed stolen products not being interactable in some parts of the main path.
  • Fixed navigation issues with the Planter UI slots.
  • Fixed Beehives displaying the Pig icon on the map.
  • Fixed Planter Boxes consuming water even when no seeds were planted.
  • Fixed Planter Boxes not updating in real time.
  • Fixed Planter Boxes getting soft-locked if there was a delay in planting seeds.
  • Fixed players being able to delete trashcans while full, which caused cleanliness to get stuck at 99%. This fix should now allow you to reach 100% cleanliness if your game was bugged.
  • Fixed saplings not being placeable on tables.
  • Fixed tree stumps being stubborn and not saving correctly. This might have been caused by one of my previous updates but let's just say they were stubborn.
  • Fixed Thieves data not saving correctly in the Daily Sales Report


Again, thank you for your feedback and support, and I apologize in advance for any issues or bugs you might encounter in your sessions!

EA_v0.0.4 Patch Notes

Hello there, Shopkeepers!

Another week, another update—let’s dive into what’s new with this one.

I know many of you are waiting for bigger additions, but right now, I’m focused on balancing and polishing everything based on your feedback to create a solid foundation. This way, new features can be added more easily in the future.

[h2]Items Compendium[/h2]

Many of you requested this, and I also felt it was a needed feature. In the Knowledge UI, where systems are explained, I’ve added a new UI that allows you to see all items in the game along with their bonuses, prices, weight, crafting recipes, crafting stations, map and mine drop availability, and which animals drop certain items and how. With this information in hand, it should be easier to get items from Storage Chests when you’re crafting or planning what to specialize your shop in for maximum profits.

[h2]Royal Inspectors[/h2]

This new NPC may visit your shop (or not, depending on your luck) when a Prohibition Law is active, checking if you’re selling prohibited items. The Royal Inspector will come disguised as a normal customer, inspecting your shelves for banned items. After a few inspections, they will reveal their identity and let you know whether you’ve passed or failed the inspection.


There are two possible outcomes for an inspection:
1. No prohibited items for sale: Nothing happens.
2. Caught selling prohibited items: You receive a fine.

If fined, you have two options:
1. Pay immediately and pay only half of the fine.
2. Pay later, with the amount added to your Taxes.

[h2]Product Visibility[/h2]

With the addition of the Inspector and based on your feedback, I’ve added a new system to enable/disable displayed products. Now you won’t need to manually remove 50+ items if a Prohibition Law is active. At the Management Table, you can simply check/uncheck certain items, so they remain on the shelves, but Customers, Thieves, and the Royal Inspector will consider their quantity as zero.

[h2]Changelog[/h2]
  • Customers and the traveling merchant now queue and leave space in front of the Management Table, preventing stacking that made interaction impossible.
  • Increased the trash can’s range.
  • Sales report now tracks the number of thieves who visited and the products they stole.
  • Customers should spawn faster, so selling won’t take the whole day.
  • Added a settings option to enable/disable screen effects for Hunger, Thirst, Low Stamina, etc. (Settings -> Gameplay -> Screen Effects)
  • You can now craft items by clicking and holding the icon of the item in the crafting station.


[h2]Fixes[/h2]
  • Fixed looping door sounds on the loading screen.
  • Bedroom decorations now save their current style.
  • Corrected previous reputation displayed incorrectly in the sales report.
  • Fixed thieves holding the pouch after being caught, which caused confusion.
  • Resolved Quick Slots getting stuck when using a Gamepad and opening the Map/Inventory while scrolling through Quick Slots.


In the coming weeks, I’ll be setting up a Trello board visible to everyone, so you can keep track of what I’m currently working on and the future features planned for the 1.0 release. There’s still a lot to do, and we’ll get there together!

Thank you for your feedback and support, and I apologize in advance for any issues or bugs you might encounter in your sessions!

EA_v0.0.3 Patch Notes

Hello there, Shopkeepers!

With this update we are taking care of a few things, so let's get straight into the details as usual.

Customers
Customers are a pillar of the gameplay, and my main goal is to polish their behavior as much as possible! Until now, their shopping lists were generated based on your shop's specialization, and it was frustrating for many of you because customers were too picky, and some items would never be sold due to their type and quantity compared to the specialization.

Customers will now understand that you're new to shopkeeping and will try not to be so picky. They will still create their shopping list based on your shop's specialization, but they will also buy other types of items. For example, if you spawn soldier customers, they will look for weapons and gear but may also buy food or even tools like a broom because soldiers need to eat or clean their homes too!

Another important aspect is how customers rate their shopping experience and how your shop's reputation is affected by these ratings. From now on, customers will calculate their final review based on multiple factors:
  • How clean the shop is
  • How many products they bought from their shopping list
  • Whether the customer needed assistance
  • Whether the shopkeeper provided assistance
  • Does the shopkeeper smell bad?
  • Is the shop navigable?
  • The products' prices
You'll get a really bad rating if:
  • The customer can't enter or leave the shop
  • The customer couldn't find a single item on their wishlist
  • The shop is so dirty they leave immediately
  • There are no products or tables available

An appealing shop might boost the final review a little. During your first days, there's also a small chance that customers might boost their final review to show some support.

On top of these changes, the number of products a customer asks for will be determined based on factors such as the shopkeeper's level and shop reputation. You might see customers buying only a few things in the early days until they build some trust.

The same applies to the number of customers that will visit your shop per day. Increase your shop's reputation and appeal, keep everything clean, open the shop at the right time, and you'll see more and more customers coming every single day.

Additionally, customers' patience has been increased a little, and I've also added a new option that allows you to ask the customer for more time (2 minutes) to craft or gather the products they need. On top of this, customers will no longer ask you to restock prohibited items, but they will still buy them if they are displayed. (In the next update, you'll see that selling prohibited products has consequences.)

Sales Report UI
Based on your feedback, I've added a UI to display your daily and all-time sales reports. This new UI will help you see which items sell, how customers rated their experience, how much you'll pay in taxes, etc.

Changelog
  • The merchant's patience will no longer decrease if you have his UI open to buy products, as it felt stressful.
  • Added a new reward system for digging out stumps (you now have a small chance of getting a sapling when removing a stump).
  • Added new UI functionality for gamepad users, as they couldn't see details about the items needed for crafting.
  • Changed the location of two skill perks (Inventory Weight II with Movement Speed).
  • Honey can now be eaten.
  • Increased the fuel cap for smelter and cooking stations, as it was annoying to keep refilling it after crafting 2-3 items.
  • Added a movement speed slider, allowing you to reduce overall movement speed by up to 40%, as some players still felt the default speed was too fast, especially when using a gamepad.
  • Added the Prohibition Law time left on the Management Table Shop Stats UI.
  • The tax collector now has a daily budget to spend on your items if you decide to quick-sell them. The quick-sell system was meant as a last resort in case you were so low on coins that you couldn't pay your taxes. Instead, some of you managed to build great wealth and didn't even feel the need to open the shop to sell your products.
  • Made it possible to keep placing the same item as long as there's still one left in the inventory (e.g., hammers, which you previously had to select and place one by one).
Fixes
  • Fixed a bug where gold deposits wouldn't spawn if you unlocked the second gate too quickly.
  • Fixed a bug where enemies in the mine had a higher level than they should, scaling too fast.
  • Fixed customers spawning trash in the bedroom, storage room, or outdoors.
  • Fixed customers going into your bedroom or storage room to inspect decorations.
  • Fixed the merchant not leaving the shop if he got stuck.
  • Fixed the thief not leaving the shop if there were no items to steal unless you restocked the shelves.
  • Fixed customers spawning trash on the floor even if there was a trash can nearby.
  • Fixed the merchant not selling higher-tier items if you hadn’t unlocked them.
  • Fixed Beatrice being unable to sell tree saplings.
  • Fixed royal rugs wrongly displaying multiple styles.
  • Fixed soundtracks being affected by the merchant’s UI sound effects.
  • Fixed Prohibition Law logic, balancing banned items and the law’s duration.
  • Fixed a bug that allowed you to spam Split Stack of Items and duplicate them.
  • Fixed a bug where you could keep dragging an item in the inventory after closing the UI.
  • Fixed customers asking for assistance without showing which products they wanted.
  • Fixed tax calculations after selling an item (you should pay fewer taxes now).
  • Fixed not getting empty bottles and buckets back after crafting certain recipes or watering vegetables with a full inventory.
  • Fixed items being duplicated if they were on a shelf and you saved and loaded the game immediately after a sales day ended.
  • Fixed not being able to quick-sell the last item in the inventory.
  • Fixed some floating foliage around the map.
  • Fixed cloud saves not syncing correctly between different platforms (e.g., PC to Steam Deck).
  • Fixed some spelling errors.
  • Fixed soundtrack transitions when the portal was opened, and you left and returned to the shop.
  • Fixed buttons in the Sleep UI that would always trigger Sleeping even when Quick Nap was selected.
  • Fixed a bug causing the Select Save File UI to get stuck after deleting a save file.
  • Fixed crafting station UIs resetting to the first slot after crafting an item.