1. Cozy Keep
  2. News

Cozy Keep News

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!

News & Demo Update - v0.1.31.0823A

Hello there, Shopkeepers!

This update is really exciting for us, so let's get straight to what's new!

[h2]Game Identity[/h2]
"Medieval Shop Simulator" was an okay name, and it served its purpose well, but it lacked originality. After considering numerous ideas, we have decided on "Cozy Keep" as the new name for the game!

With the new name, we also have a new piece of art!


[h2]Publisher[/h2]
This has already been visible on our Steam Page for a while, but we feel it's better to make an official announcement: Cozy Keep now has a publisher, Tribal Storm! We're really excited because their passion, experience and support will enable Cozy Keep to achieve the highest quality!

[h2]Patch Notes[/h2]
  • We've balanced the range of certain interactions (and will continue adjusting them based on players' feedback).
  • Key prompts UI now displays the bound keys instead of the default ones.
  • We've optimized the code for several systems (nothing major, but even a 1 FPS improvement is worth the effort).
  • We've increased the amount of trash you receive so you can visit Goubie more often.
  • We've relocated the Special Orders Board since many of you felt it was too far from the shop.
  • Added a Quick Nap option to allow players to save the game without skipping the day (beneficial for players who can't play for many hours at a time).
  • Henry The Cat is now keeping you company. He doesn't do much, but he's cute, and that's all that matters!

[h2]Bug Fixes[/h2]
  • Fixed a bug that caused foliage to create a secondary interaction UI.
  • Fixed a bug that caused some customers to be stuck in a T-pose.
  • Fixed a bug that prevented the trash spawned by customers from being properly saved/loaded.
  • Fixed a bug that caused the game client to not display the game icon.
  • Fixed a bug that caused the learn pop-ups to not save properly and display each time you opened the game.


Once again, we would like to thank everyone who played the Demo, gave feedback or reported bugs and issues! It means a lot to see the community grow day by day!

[h3]Don't forget to wishlist Cozy Keep! [/h3]
https://store.steampowered.com/app/2261350/Cozy_Keep/

[h3]Also, check out our friends![/h3]
https://store.steampowered.com/app/1717090/Into_the_Necrovale/

https://store.steampowered.com/app/2282890/Folklands/

Demo Update - v0.1.16.0823A

Hello there, Shopkeepers!
It's been a long time since we've updated the Demo so let's get straight to the patch notes:

[h2]SAVING SYSTEM[/h2]

Yes, that's right, we finally have a saving system!

We've put a lot of work into designing and implementing a dynamic system that should not have any issues no matter how many times we'll update the game in the future.

In order to save the game, you need to build a Bed and Sleep.

[h2]NO LONGER A HARDCORE SURVIVAL[/h2]
After a lot of consideration, we've decided the game should be more about managing the shop and not about fighting with Hunger and Thirst in order to make it to the next day.

  • Hunger and Thirst drop at a slower rate
  • Consumables(e.g. food, drinks) got their bonuses increased
  • Smell: players will go from CLEAN to SKUNK in 3 days
  • Needs: even digital shopkeepers need a bathroom break. Eating/drinking will increase the Needs stat. If this stat is full, consumables bonuses will be highly depreciated
  • Missing Health now regenerates over time if no damage is inflicted for 10 seconds
  • Fall Damage has been balanced but don't think you can jump from the top of a mountain and survive
  • Jumping consumes less Stamina
  • Stamina consumption and regeneration have been balanced, players should be able to run for longer periods of time
  • There are still penalizations: if Hunger or Thirst are below 10%, Stamina will be consumed faster and regenerate at a slower rate
  • If the inventory is too heavy, Stamina will regenerate at a slower rate and the player won't be able to run or jump


[h2]SLEEPING, RESTING AND SLEEP DEPRIVATION[/h2]
We've received a lot of complaints and feedback about our previous system, it worked but it didn't fit a management game.

  • The player now can sleep even if Hunger or Thirst are low
  • You can no longer sleep for custom periods of time(e.g. 2h). No matter what hour you decide to go to sleep, you'll wake up next day at 07:00.
  • The player now can stay awake for 17 hours straight before SLEEP DEPRIVATION will settle in, upon that you have 1 hour to go to sleep or you'll FAINT
  • If you FAINT, you'll wake up next day around 12:00 meaning you'll open the shop really late


[h2]SHOP SPECIALIZATION[/h2]
We've reworked the way Shop Specialization is calculated, customers can now order multiple items from multiple classes meaning it will be easier for you to specialize in a matter of ~2 days.

If you stop selling an item for 2 days, customers will no longer ask for it unless you put it for sale again.

[h2]STORAGE CHEST REWORK[/h2]
The initial Storage Chest system was ok but it didn't feel that good nor it made sense as 30 Swords would take the same space as 30 Apples.
We've opted for a system which has slots and allows items stacking per slot.

In a Storage Chest with 10 slots and a maximum of 10 items per stack:
  • You can put 10 swords
or
  • You can put 100 Apples (10 Apples per slot)


We've also implemented a system that allows you to put a custom label on your Storage Chests. You can do that by opening a Storage Chest and clicking the Pencil button. After typing your custom label, simply press Enter or click away.

[h2]ADDITIONS, CHANGES & REMOVALS[/h2]
  • We've removed the Patch Notes UI from the Main Menu
  • Master Sound Setting default value will be 35% from now on
  • The Demo now allows players to play for 10 days (used to be 9)
  • We've removed the Choose Class UI when starting a New Game, we have other plans for it
  • We've added Inverted Axis Options and we are really sorry for not having them in the first place!
  • We've balanced the drop rates of the skeletons. Take care, we've also increased their damage!


[h2]BUG FIXES[/h2]
  • Items with a price of 1 coin wouldn't sell correctly in the King's shop
  • You could craft items even if your inventory was full causing you to lose the crafted items
  • Animals' collision could launch the player really high into the sky
  • While sheering a sheep, some wool would disappear into the ground
  • There were a few floating trees on the map
  • Paintbrush sound effects were not affected by settings
  • Closing the UI of a crafting bench wouldn't stop the crafting process sometimes
  • The player could open multiple UIs which would stack on top of each other causing the mouse to disappear
  • Some decorations couldn't be placed due to bad collision, all decorations should be placeable now
  • Tutorial quests were affected by sleeping causing loss of progress


We know it's not a lot of new content, we're currently fixing/reworking/polishing the current systems as we feel it's better to fix things at their time rather than adding 100 features and have a broken game.

We would like to thank everyone who played the Demo, gave feedback or reported bugs and issues! It means a lot to see the community grow day by day!

Feel free to report problems and express ideas as this game will be shaped by the community!

Post Steam Next Fest Update

Hey, shopkeepers!

Huge thanks to everyone who played the Demo during Steam Next Fest, added the game to their wishlist, and, most importantly, took the time to write feedback and report bugs and issues!

We'd like to let everyone know that the Demo will stay live even though Steam Next Fest is over. We'll continue updating it and let you test it and give more feedback so that, in the end, it will be an awesome experience for everyone!

SAVE SYSTEM

This update DOESN'T add a saving system. We're still working on it because we don't want to rush and implement a flawed saving system into the game. We want to test things out so that, in the future, your saved progress won't be affected by our updates.

We're really, really sorry for launching a Demo without a saving system, but we never expected players to spend hours playing it. It's overwhelming that players didn't criticize us about this matter and only mentioned that it would be nice to have a feature like this.

BUG FIXES
  • Resolution options now populate only with resolutions your monitor can handle/support.
  • When moving a building (e.g., a shelf), location markers appear to show possible moving locations.
  • Opening the Portal triggered the wrong soundtrack.
  • Cooked Meat and a few other products had the wrong offset while being placed, preventing placement on tables.
  • Guards in the King's Camp wouldn't play the correct animations.
  • The player character no longer plays the attack/use animation while having a weapon/tool equipped and placing products on tables.
  • The Smelter asset is now being placed correctly.
  • You can no longer move tables that have rocks on them (or any other products).
  • Moving a buildable (e.g., a table) disables the collision until it's being placed, so players can no longer teleport and clip through walls.
  • The Main Menu button in the Pause Game now triggers a warning instead of performing the action immediately.
  • Wildlife now drops the correct items.
  • You can now craft Brooms and Leather Boots in the Crafting Table.
  • While placing a product, the entire product is correctly colored with GREEN/RED to show if placement is possible or not.
BALANCE FIXES
  • The Royals will understand that your product selection is limited and won't prohibit 3-5 items when you barely have 2 to sell.
  • In the first 3-5 days, you get at least 4-5 daily customers even if your shop's stats are awful. However, you still need to clean the place a little, though.
  • Time passes slower, and stats are consumed at a slower rate during the first 3 days to allow you to accommodate in the valley.
  • Weights of some items have been reduced.
  • Maximum Inventory Weight has been increased (40kg -> 50kg).
  • Customers have been educated a little and now understand that you are just starting out. They are less likely to get upset and leave the store for no reason, even if you have what they want to buy.
ADDED
  • You can now see how many portal openings you have by using the Management Table or by looking at the lever and observing how many lights are lit.
  • Added map icons for Portal Lever, Basement Hatch, and Tax Collector.
  • Added a system that allows you to spawn a directional marker on the Map by clicking an icon on the Map.

Medieval Shop Simulator Broadcast

Celebrate Steam Next Fest with us, watch the broadcast and play the free DEMO version of Medieval Shop Simulator


[h2]Start playing right now!
[/h2]
https://store.steampowered.com/app/2261350/Medieval_Shop_Simulator/

[h2]Got feedback and ideas? Join our Discord[/h2]
[h2]Enjoy our game's DEMO![/h2]