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Mudborne News

Steamdeck Support!

Mudborne works natively with Steamdeck! Just run the game as normal, and enjoy :)
The device's own gamepad will be selected by default, but you can change the controller used in the settings.

Once the game has enough traction, Valve will let me submit the game for an 'official' rating, until then you'll just have to take my word for it!

~ Ell

Playtest Begins!

Hey friends!

I will shortly be granting access to the Mudborne Playtest for all of those waiting in the queue! I'll keep granting access to any other signups each morning. You have until 2nd February to enjoy it! You can signup from the store page here:
https://store.steampowered.com/app/2355150/Mudborne/

While/after playing if you have any feedback, or you came across any gross bugs that didnt taste nice, you can report both in this form (also linked in-game when you pause)
https://forms.gle/VwecUhTgKqpGK6c46



If you want to chat with other players, the "🛝-mudborne-playtest" in Discord is there for discussions while you play so other players who are waiting for the full release do not get any spoilers - do also still use spoilers for any puzzle solutions so others can work things out themselves! :D

If you're a well-travelled beekeeper coming from a foreign land, it's worth noting that while you'll recognise the UI system and feel at home, the genetics mechanics do not work like you'd expect from your experience with bees! New frog species in Mudborne are trait driven rather than condition driven - froget everything you know

See you soon!
- Ell

Mudborne Playtest!

Hey friends!

Excited to say that the playtest for Mudborne is launching now on Steam! You can request access over on the the store page here, just scroll down a bit to the "Join the Mudborne Playtest" section and click the big button!
https://store.steampowered.com/app/2355150/Mudborne/
The playtest will unlock starting this weekend


This will be a playtest of the full game, limited to the first 3 regions - Spawning Pools, Central Junction, and Kindergarten. If you've played the demo this will still be quite different, as the demo has it's own map.

If you can't wait to play Mudborne this is the time to get a froggy fix!

Why Playtest?

The goal of the playtest is mainly just to see how people find it, both APICO players and new players alike, and check you're all having fun. I have no expectations for anyone who wants to try it out, however there is a feedback form linked in-game that I'd appreciate you filling in when you're done! Any bug reports are also appreciated


The playtest is limited to 3 areas and only contains 1/3 of all frogs, mushrooms, and bugs of the full game. I'd say there's maybe 10 hours of content-ish but I genuinely have no clue!

If you want to chat with other players, you can use the new shiny channel "mudborne-playtest" channel in the discord to discuss the playtest and help avoid other players getting spoilers.



It's worth noting that playtest saves will NOT be able to be used in the full game, as like the demo they also have their own map.

When Playtest?

I'll be granting access to anyone waiting in the queue starting this weekend! If you're a streamer or content creator it's okay to make streams/videos, just make sure it's clear to your viewers this is part of the playtest not the final release

If you're still holding out for release to play everything then 1. I applaud your resolve and 2. you won't have to wait too much longer...

TNgineers - 2024 In Review

Hey friends, and happy new year I hope you all had a lovely break and are ready for the 2025!

Here's a little recap of what I've been up to this past year:

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[h2]Personal[/h2]

2024 was the first year of me doing gamedev full-time, for the whole year! It's certainly different to back when I was making APICO on the side of a full-time job (and later freelance work). I feel a lot more pressure that what I make has to be 'good', and by 'good' I mean good enough to pay the rent.



With a lot of APICO's gameplay, I just did what I personally thought would be fun, and the end result is a weird combination of things but those who get it, love it. With Mudborne I've been trying to do the same thing, but I have a lot more worries about certain mechanics or moments that I wouldn't have if it wasn't tied to keeping the lights on.

I can't say I'd ever go back to my old job all the time I can sustain myself making games (the big red date on my whiteboard tells me I have until October 2026 until I run out of money!), but it definitely has been a noticeable change doing art for money instead of hobby.



With APICO done, all the games I'm making are all in my own engine built on top of the LĂ–VE framework, and it's made things so much quicker to create. At the time of writing Mudborne is very nearly finished up, and it's taken only 8 months in total working full-time on it.

I'd love to get into a place where I can comfortably making a game every year or so, without feeling rushed. I have so many different ideas I'd love to make, and only so much time!



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[h2]APICO[/h2]

APICO had it's 3rd and final (sorry) content update, "A Hive Of Industry". This update added a bunch of automation machines, plus a lot of stuff you all asked for, including pets, decoration and a butt-tonne of QoL tweaks.



I've also done a few little bug fix patches here and there which I'm sure gave you all a bit of false hope on new content when the download queued!

It was nice to finally 'finish' up APICO - sometimes I wish I never did any of the content updates but I think looking at it now I'm happy with where it ended up, even if it's still a lil janky and bloated and I think all the art looks wack.



I'd love to come back to it one day, in a seperate game. When I drew up the new credit postcards (above) I had fun invisioning a game where you do go to the mainland and help clean up the environment using your bees. I think it'd be nice to take the same APICO gameplay, streamline some of it and make it all fit better (especially the money making side), and then expand the bees to all have functions in restoring nature.

However I think that'll need to wait a while as I have 2 game children screaming at me to finish, and a bunch of other ideas I want to get started on!

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[h2]Synthesis[/h2]

I don't often join gamejams, mostly because of the time limits they have, or I just don't personally have any time - but in 2024 I joined the LĂ–VE Jam, for games made with the framework.

I was still learning the framework at the time and tinkering with the engine I'd made to create the Snacktorio demo, so I thought it'd be a good opportunity to have a break from the APICO stuff that was getting me down at the time, and learn a bit more of the framework.



I was really happy with the end result - 'Synthesis'. I wanted to make a puzzle game with different modules like what you get with old patch synthesisers. As you mess with the different modules it changes the patterns drawn until you eventually come across the combination needed to match the required shape.

I also made a point not to ever explain any module's function - you just learn through doing very basic levels and then the rest you just learn overtime by doing. I wanted it to feel very experimenty for the player.



It was really fun to put this together! I had 10 days and pretty much used them all. I also did the music for it because I wanted to start practicing music creation for Mudborne, and was interesting in having the music 'evolve' with the puzzle progress.



I think it'd be cool to revisit one day as a 'full' game, as you could have lots of different module types and interactions, and let players connect modules themselves in different orders which then affects the outcome.

If you want to check out the game you can get it over on itch.io here:
https://ellraiser.itch.io/synthesis

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[h2]Mudborne[/h2]

Ah Mudborne, my beloved. I've spent what feels like an eternity working on this game, when it's only been 8 months. I think I've stared at frogs more than I have the real world, but I've enjoyed pretty much every part of it.



It's been an interesting process, first I did like concept art for the rough game, and worked on all the individual mechanics - then I worked on the actual world development and story and tied it all together.

After the new demo was finished up, I spent a long time just designing the entire world and how everything connects, then piecing together the story. The writing in this one was definitely a killer as I've never written like a proper big story, let alone one with a few twists and turns.



I wanted something players could piece together themselves, and get clues from all over the place to work out certain things, so there was a lot involved in making sure it all fit together nicely. At the time of writing this I've just finished up all the final dialogue lines, and now it's just a lot of drawing and polish left to go.

I'm planning to do a private playtest in the Discord this month for the first time, so I can try and streamline any tutorialisation stuff and see if I've made things a bit _too_ difficult. I'm pretty confident it's a fun game but it's weird how hard it gets to judge that the longer you work on making the game.



Once the playtest is over it'll just be some last little bits to tweak and any changes to make and it'll be ready to release! Crazy to think it'll be my second published game. If you haven't already be sure to give it a wishlist! You can also check out the demo still:
https://store.steampowered.com/app/2355150/Mudborne/

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As for 2025, I'm not sure yet what I'll be doing! The only thing I do know is Mudborne will be released this year, which is very exciting, I just can't say when yet.

After that, I'm not sure - I'll need a long break that's for certain. I'd like to start working on Snacktorio proper and get that finished, but it depends on my brothers workload (he still has a 'real' job). He did a lot of the work on the game design of Snacktorio and has a good idea for the levels, so I wouldn't want to really do it without him.



If he is free, then I imagine Snacktorio will get polished off this year, maybe an early 2026 release! If not then I'll just have to work down the list to the next game idea and get started...

A big thank you to everyone who played any of my games in 2024, all of the new APICO players, returning players for the 4.0 update, froggy friends excited for mudborne - without all of you I wouldn't be able to do this and I'm extremely grateful.

Here's to 2025!
~ Ell

Devlog #7 - World Building

Hey friends! Another month whizzing by, but I managed to get a lot done for Mudborne - here's what I've been up to.

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[h2]Cold As Ice[/h2]
Towards the end of last month I started designing the 4th region, where things are a bit colder.



At the start of this month I finished up that area, spending some time to make the snow look pretty, or add some details like the player breathing or skating around on the ice.

I then decided the colors and plants for the 'dream' version, I wanted to keep the more turqoise color and boost the saturation, and then make the ice more of a lilac color to match the dream "white" i use a lot already.



The main mechanics of this area (apart from yeeting around on the ice) is using heaters and coolers - heaters so you can melt frozen paths or objects (or frogs), and coolers so you can create new ice.

As you might have noticed in the screenshots above, the deeper water has ice too, which normally isn't passable by the player. By freezing the deeper water you can then cross over to areas you couldn't access before and find all sorts of places and secrets!



There'll be a few puzzles to work out using the heaters/coolers, but they also affect the nearby environment, allowing you to make the extreme ends of temperature for your mushrooms to find some new species.

This means I can 'gate' off a few types of mushrooms and trait modifications until you've come to this region and gained access to the machines.



I also wanted a way to let the player turn on/off weather, as it does have some uses and although you can sleep until the next day for a different weather pattern, I like to give players full control over stuff like that as they progress.

It also fits within the theme of the region, which is very much like a sort of 'climate control' type area - plus the idea of changing weather fits with the existing climate control machines. I tried to design the machines to be similar, but still have their own unique style.



I finished up some other bits and bobs and then that area was good to go! Now it was time to move onto what I thought would be the last area...

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[h2]Central Hub[/h2]
After getting past the 'tutorial' region of the Spawning Pools, you end up in a large central area that leads to all other areas, and it's where your main goal of the game is that you have to come back to.

I wanted this one to be more unique and stand out to the other areas, and seem much more important (because it is!), so I went with a more purple palette to emulate some feelings of it being more 'connected' with the dream world.



I've tried to make all regions have some unique characteristics but I wanted some extra stuff with this region, hence the large purple lilypads and special pink trees, and the light pink pollen falling over the area.

This is also the area that will have the large central 'temple', that is a giant version of the smaller gates you use in the game - will take me a while to finish drawing it, I reckon it'll probably still be one of the last things I'm tinkering with right down to release...



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[h2]Yet Another Region[/h2]
I thought I was done at this point with adding regions and was relieved as there's a lot of setup involved in getting everything in and working - there is a 6th area but it felt like an extension of the central region at the time so I thought I'd use the same region style.

However at the same time of doing all this I was also working on designing the full map for the game, and realised that this area would actually be a bit bigger than I thought initially, and also connects with the starting area so I wanted to make sure it had a different style to make it clearer that its not just part of the central area.



This region has a lot of different research labs, and is focused more in the dream area with lots of 'dream' research being done - there's a few different machines for this area but I don't want to spoil them too much so I'll just show their designs instead.



There's also quite a few big important lore things here, so you can't actually access it right away and instead have to come back later when you've progressed enough.

With this region done I did some last little tests with each of the regions to make sure I was happy with how they looked - this is how my "developer" map looked by the end of it:



With that done I was about halfway through the month - now it was time for the biggest task of the entire game's development, actually designing the full world map.

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[h2]​Game Cartography[/h2]
Trying to start tackling this was definitely one of the harder parts of making this game for me - I had all the pieces, the mechanics were all done, I knew roughly what each area would have and do, but trying to put that alltogether in a giant interconnected world is very daunting.

I decided to do this all on paper first so it'd be quicker to iterate, starting with really rough sketches of each region and the things that should be there guiding me on what the structure should roughly be like.



I then taped together a bunch of grid paper so I could have one 'main' map rather than keep swapping between what was already like 7-8 sheets of sketches, and started to pencil out the first couple regions together.

After sketching I then started to color in the areas, which was some nice screenbreak time but also let me think more about the regions and how the player would progress through them all.



As a final step I then went over the area with a pen to mark some key stuff - where lilypad crossings would be, gates, doors to rooms etc. I could then use this later for mapping the actual content or paths.

I didn't really need to color in all the darker water for most regions, but tbh it was just fun to do and baby ellraiser used to draw custom rayman 1 overworld maps when they were young so who am I to deny my inner child!



It took me about 8 days but eventially I had the final map! Technically it's still not the final map as there's a couple areas I didn't want to put on the map for spoiler reasons and I knew I'd be taking photos of it and posting it around.

However its good enough to keep me on the right track and remind me of what goes where - I'm also really happy with some of the routing of the areas, I think it should be really fun to explore and unlock and backtrack!



​With that done I could start plugging it into Tiled - I tried to not be too strict with blocking out the areas, at first I was doing like exact square by square, at great eye-straining cost, but then I realised really I just needed to make sure the regions were roughly where I expected them to be and got a bit more loose with some island shapes.

Just this blocking stage along took some time, as I was first just blocking in the islands and water, then I was going and doing the 'proper' tiles, then the stone tiles and the grass/mud on top - this was so I could stop having to keep looking at the bigger map all the time.



Blocking out all the other regions took me all the way to pretty much the end of the month, on paper (lol) it doesnt sound like much to have a 500x400 map, but after actually drawing it all I can say it really is!



With all that done there was still lots to be done - for each region I need to add all the stone + grass "decor" (cracks, bricks, grass patches, posters etc).

Then I need to add the actual flora objects to the islands (grass, shrubs, trees), then add all the water plants for both the shallow and deeper areas, add all the world decoration, and then block out all the rooms! Then I need to do the collision layers for the bottom and top floors...



It took me about 2-3 days to go from the blocked out version of the first area, to a 'finished' area (that still needs a few last bits added to it) - to give an idea on the scale, there's about 15,000 objects in the screenshot below, including all the plants and grass and decoration, all placed by hand.

I'm not going to do every single decoration and scenery piece for every other region right now, as thats something that can be done later - the main thing is making sure it all fits together and is walkable and all the doors lead to the right places.



Adding all the extra decoration and scenery is something I can do quickly at the end while doing playtesting/qa/localisation, so I don't want to spend too much time on it, but I wanted to get at least the first area fully finished off so that it's clear what each area will look like when finished up!

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Big old month really! I'm a lot further ahead in my rough plan than I expected to be, I was thinking I'd be deciding the last 3 region designs in November and had expected to do all the final designing in December - but with this approach I'm finishing an entire area at a time and the first one is nearly done now, so I'm feeling a bit less stressed than I was, just a 'normal' level of stress now :')

Next I'll be going through the other regions, roughly placing some of the scenery (but not all), and just focus on the actual gameplay and the routes the player will take so that I can start doing some internal playtesting!

~ Ell