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Mudborne News

Mudborne Demo Out Now!



Hey friends - IT'S NEW GAME TIME!

I’m excited to announce that Mudborne’s new demo is out RIGHT NOW on Steam:

https://store.steampowered.com/app/2355150/Mudborne/

I’m also excited to announce that the lovely folks at Future Friends will be helping to publish your new fav froggy game with me. Check out the trailer below for a sneak peak of what you're in for:

https://www.youtube.com/watch?v=jJq7u9hcAUg&ab_channel=TNgineersOfficial
A spiritual successor of sorts to APICO, Mudborne instead focuses on genetic manipulation and generational puzzles to create and discover all sorts of frog species, that act as keys to let you travel between the waking and dreaming worlds - the demo takes you through the main mechanics and creating 8 different species. If you love APICO I think you’ll love this, there’s a lot of stuff I’m doing differently but you should still feel right at home.



Whether you played the original gamejam version or not you’re in for a treat, as this is a completely new game, new art, new mechanics, new music, new engine - the whole works. I’m really looking forward to you all getting your slimy green hands on it, I hop you enjoy!!
Dampest regards,
Ell

Devlog #04 - Bringing It All Toadgether

Hey friends! I've been busy working away at the demo this month, and basically got the whole thing finished up >:D

All that remains is to do some more QA and bug hunting, so let's get into what I've been doing.

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[h2]A Whole New World[/h2]
So like I mentioned in the last devlog the main thing now was to actually design the whole demo area - not exactly a quick job! To try and make a start I went back to the paper sketches I did originally of the islands, then simplified them and started planning out what items went where and what paths the gates led to.



Each gate takes you to the dream world, for now there's no gates that take you back into a seperate waking area so for the demo at least it was a bit simpler as the gates would just take you to a smaller area to explore and then come back to the waking world - however there were still a few specific 'treasures' I wanted to hide, along with some lore notes to discover if you explore.



One thing I ended up doing too is deciding that the demo area will be different to the full-game starting area - I don't have the time right now to plan the whole world properly, and I spent a lot of time worrying how the demo area would fit in with stuff I hadn't even designed yet. By saying, okay actually this will just be a special demo area, loosely based on what the full game will have, meant I could take some pressure off and experiment.

It'll mean that demo worlds can't be used for the full-game but honestly im okay with that, APICO did the same - I'll probably just do some starting items/unlocks for players that played the demo as a reward if they want it.



Once I had the world sketched out I then, moved things over to tiled, sketching out the large sections of water + land first and then slowly going in and adding all the objects.



I think it took about 3 days of solid work to get the final demo world in a way that worked, there were some bits that I had to stop, go draw some scenery, and then come back to Tiled - but this let me setup some nicer little areas and rooms to explore, with plenty of secrets/hints hidden in the environment.

The game is set in a research pond, so I wanted there to be plenty of notes + journals and information left lying about, which made it super fun to fill out each of the rooms and areas and actually think about what they were/are used for, as well as what hints I could show rather than tell.



Once I finished designing the world in Tiled I didn't actually have to do much coding to get it working - there were a couple of 'locked' things that you need keys to open, but Tiled let's you set properties on any of the objects so I just added something to handle that and the rest just loaded in!



Plus now I had the finished world done I could draw the map! For Mudborne I wanted to do things a little bit different yet again, and this time not have a pixel perfect map - instead something a bit more drawn out, with some notes jotted over it as clues.



This means I can have a bit more artistic license with the map and the proportions, to emphasis certain areas over others - as well as have multiple different maps in the full-game that you have to find to unlock (plus the dream equivilents!)

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[h2]Playtesting[/h2]
With the world fully designed, now it was time to just... play the game a shit-tonne. I also needed to do the SFX, which I always enjoy, but I also needed to do the music - sadly for Mudborne's full-game I haven't got Mothense around, so this time I took a stab at the music myself!

If it ends up sucking ass I can always get a composer for the full-game, but I've also always wanted to try doing some myself so seemed like a good opportunity to try it.



So while playtesting I'd jot down any SFX needed and add them as I went, along with some nice ambience tracks for day/night. Then after playtesting each day I tried to attempt making a little bit of music, even if it was just staring at the piano for a few hours - eventually I came up with a couple of tracks that I felt fit in with the general atmosphere of the game (although to call it full music would be a bit generous, muzak might be a better term haha!)

While playtesting I also tweaked the quests a bit, just to make sure everything was clear enough - while still leaving a few bits for players to discover themselves. I also got my friend Ash to help - she's done the QA for APICO and Snacktorio, and she's very good at breaking my games now too :')



For the most part there wasn't too many major changes to the gameplay - a bunch of QoL stuff for sure but nothing that deviated from the original plan that much. One thing I tweaked was preventing the natural mushroom spores blooming as it was really easy to just gather them and never make your own mushroom farms.

Instead I made spores still form naturally, and my using the magnifying glass on them it'd store where you saw them so you could easily replicate that later with your cultivators - so they act more like clues of where you can cultivate rather than being easy farms.



Another change was the later gates need a couple generations, which introduces the concept of 'ancestry' to the demo. I didn't want to have this super hand-held to the player, it's something I think is very visual that you learn as you go - however I still wanted something to make it easier.

Luckily I'd left some space in one of the rooms to turn it into an 'ancestry research' place - with a new machine that allows you to view any frogs last 7 generations (shown below on the right), along with a lore note on how the system works.



I also added it so you could use the magnifying glass on gates to store their unlock requirements - this was you can easily revisit them in the book without walking all the way back to try and remember what you needed.

In the demo there is only 1 and 2gen gates, but later on you'll find ones all the way up to 7gen, which would be extremely hard to just remember or even write down yourself on paper.



With that all done it just left a lot of testing and bug hunting/fixing - something I'm still doing now as it's easy to overlook stuff when there's only a couple of you playtesting!

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[h2]Finishing Touches[/h2]
With the new demo ready outside of more testing, I then spent a bunch of time cleaning up the old steam page, getting some new screenshots and trying to explain the game and show off the gameplay a bit better than what the original gamejam text did - esp. showing the 'dream' world.



I'd also been in talks with a publisher for a lot of this year about Mudborne - sadly I never heard anything back in the end and they ghosted me last minute, which was unfortunate as I'd met up with them a few times so felt like it was pretty close to happening and was relying on them for a big push around the new demo.

With that no longer happening I also spent this month frantically getting in contact with all sorts of people, first to try and decide the best thing to do in the limited time I had, and then find people who actually had the time to do something last minute without breaking the bank - I was extremely fortunate to ended up contacting someone who managed to turn things around very last minute, I can't say anything just yet but keep an eye out for more news!



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So now begins the last little stretch - lots more playtesting and QA, some performance tests and optimisation, and just generally trying to make sure this new demo really shows off what the game is going to be about.

Testing it with some more people helped me feel a bit more confident about it all - I think because so much is done differently from APICO I started to second guess myself but now everythings finished off and I can play it end to end I'm really happy with where it's ended up.

I can't wait to let you all get your slimy green hands on it, and, by the time you read the next devlog - you already would have :D

~ Ell

Devlog #03 - Hop To It!

Hey everyone!

Been a little while! APICO kept me very busy over May with the new update and bug fixes that came with it but I think I'm nearly finished with it all now (sorry beekeepers!)

I kept doing Mudborne stuff on and off throughout though, and then June has been a lot of build on top of the prototype I had to start to form the demo - lots of stuff to cover!

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[h2]Froggy Friends[/h2]
Mudborne's actual story has already been written out at a high level, with the main threads and discussions planned out - as part of that I have 5 different characters to introduce.



APICO definitely suffered from "talking shop" NPCs, so to try and avoid that this time I've tried to spend more time thinking about each NPC's role in the story and different ways you can interact and help them rather than just a simple shop.

Unfrotunately, the first NPC above, Hopert the Carpenter, is also the 'crafting station' of sorts for the game, you bring items to trade (like bugs they like) or raw materials and they make what you need. Some of the other NPCs have some very different interactions, but they're met a lot later in the story.



However unlike APICO there is actually things you can help the NPCs out directly with, Hopert has a couple things they need a hand with if you're up for some extra work!



There's also a bit more involvement with the actual story in their dialogue rather than just commenting on progress like APICO did - just overall trying to make them more interesting characters you want to talk to.

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[h2]Guiding Light[/h2]
I still wanted some guide books in Mudborne, as I think it works well in this sort of game with lots of different mechanics to master - experiment as much as you like but if you're stuck here's some guides.

However I wanted to make them more visual and less wordy - APICO definitely suffered from WoT overload. For the 'quests' I grouped them all into key areas - controls, tools, frogs etc, and then had individual one-pager 'chapters' make up the quests.



By using icons on the LHS instead of the chapter titles it makes it a bit less overwhelming to look at, and easier to flick between chapters you want to do. The little lilypad / pond quest overview helps to make it clearer the order you're doing things and how to progress.

I was actually dreading implementing the books just because of how much they were a pain in APICO before I remembered I'm in a different engine now and it was actually such a breeze.



For the frogs/mushrooms/critters I thought it'd be overkill to have seperate books for each, so instead settled on one single encyclopedia with all of them together.



I went through a few design options but ultimately ended with something like the above. Icons again for each chapter make for a much nicer collection view as you progress and save you an awful lot of scrolling.

My only issue now was how to approach the drawings for the books. I wanted to have a little scene for each entry, for helping build a picture of the world and as a little reward for finding each species as you progress, however I haven't really had to do larger pixel art scenes ever so it's been a bit difficult to accept that what I'm doing now isn't as good as what's in my head.



Some I'm happy with - others not so much. But with how much time I have to work on the full game all I can do is just keep at it and keep drawing and eventually get to where I want to be.

Regardless of how much I hate my work, the more detailed scenes also let me show some of the game in way more detail than you see in the cute pixel rendition of the overworld - and are another place I can sneak some little hints/clues into for people to find.

The other "books" come in the form of a map, and a notebook - which acts as not only a store for random scraps of notes + journals you come across but also allows you to add your own notes to keep track of things.



Haven't quite settled on exactly how these will be laid out yet as I'm waiting to design some of the notes you discover - I'm thinking vaguely RE style, text on top of a faint rendition of what you're reading, page entry, journal etc. But however it ends up it'll be a nice way of giving you more hints of the world and what happened, as well as some clues to unlocking certain frogs or mushrooms or items.

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[h2]Grow Your Own[/h2]
As I was playing around with the prototype more, the more I realised the existing mushroom mechanics wouldn't be enough for the demo. I was planning on doing the mushroom farms and the spore gathering (hybrids) stuff for the full game, but as it stood there was too much waiting around + rolling the dice with natural spawns.

So I needed to add something, and spore gathering was a mid-late game thing so it had to be mushroom farms - which I hadn't even thought about at this point, and needed to design.



​I ended up developing a two-step process - firstly you create compost from different flora items you find, different combinations for different compost that will have their own effects. Then you use that compost in 'cultivators' that allow you to have more of a controlled environment.

Mushrooms require a specific temperature + moisture AND environment to form and then bloom. Temperature is mostly based on the day, but other factors can change that. Moisture is based on where the mushrooms are, as well as weather and other factors.



While the compost is a bit experimental at first, you'll find hints and clues to other useful combinations - for example a 'wetter' compost that increases moisture levels by 1, or one that increases the amount of mushrooms you harvest. Later on you'll also be able to use frogs to boost temperature + moisture to extremes - it's no accident that two of the frog genetic traits are UMBRAGE and SATURATION.

By adding this process the player can then setup a bunch of cultivators in places to get the right conditions to farm a bunch of mushrooms they need, rather than wait for mother nature to take her sweet time. I also think it's a nice base mechanic that gives me flexibility later to make more complex, like with spore harvesting to create different hybrids to remove genetic modifications you don't want - as well as give you something to be checking on while you wait for your frogs to finish... kissing.

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[h2]Spice Of Life[/h2]
One thing I also had on the list was 'variants' - slight variations of frog species that have different patterns + colors. However I didn't want to just have these as shiny variants that you get from rolling the dice, as 1. you'd already have this for bugs and 2. it's just not that interesting.



However in a game about genetics it's pretty easy to squeeze in variations of different species. If every species has a set genetic "key" that forms it, (i.e. 4744444) I know all the 'gaps' between species.

So if you take the common green species (4444444) and boost the AMPLITUDE to the max you get a new species (7444444) - but if you don't boost it to the max (6444444) you technically still have a common green (as no other species match the key), but I can use that as criteria for a 'variant' of that species.



This was I can increase the rewards for experimenting even more than the base gameplay, and also reward 'mistakes' as you might not get a whole new species but you might still get something new for your efforts.

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[h2]What Next?[/h2]
There was lots of other bits I did too - a backpack you can equip that will hoover up bugs instead of them going into your inventory, or a settings menu (now with an actual borderless window option what a treat), or a proper file system + home screen.



I also wrote up all of the dialogue + lore entries, did all the descriptions+hints for all the frogs/mushrooms/critters, wrote all the quests (already at about 8000 words oops) - which all helped me find different bits of the demo to tweak and improve.

However there's still a LOT left to do - I need to design the actual demo 'map' and all the areas, I need to implement the notebook and the map, control remapping, gamepad support, finish drawing all the book art, draw some cutscenes, add sfx, write music... it's definitely feeling a bit overwhelming at the moment.



It's also super hard to judge the demo right now because I need the world designed with all the different areas to explore and work on unlocking because it's the key motivation - you find new species of frogs to use their genetic 'keys' to unlock portals between the waking/dreaming worlds and get to different areas and treasures.

Without that it's hard to tell how much fun the demo is when I'm stuck in the same little prototype area, so I'm also feeling a bit demotivated around whether it will be 'fun' - you know, what a game is supposed to be lmao



I think all the mechanics work well together but still just hard to see the full picture, so for july my first task is to design the actual demo world with all the areas and portals and secrets - then I should be able to actually play the whole thing properly and see where we're at and tell my imposter syndrome to piss off lmao

~ Ell

Devlog #02 - Born Of Mud

Hey everyone!

Been awhile since I opened up Steam to write something - I've been trying not to add the pressure to make myself post every single month, as half the time I don't have much to say and the other half making it something I HAVE to do prevents it from being something I WANT to do

But it's been a little while of working on Mudborne stuff in between all the final APICO update stuff, and I wanted to share where I've got to so far with your new fav frog game

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[h2]Back To The Drawing Board[/h2]
So if you haven't already seen, one of the main things I'm doing with Mudborne is updating the style and the art. The gamejam version was made in a week, and a lot of that was shameless art rips of APICO with some reskins - which was still cute but after working in the APICO "style" for nearly 5 years now I wanted something different.

For that I'd already played with a few ideas



The game is set in a pond, so I wanted it to be mostly water. This meant thinking about what the landmass or even buildings would be like - I've always found the land style I did for APICO really weird as it's severe top-down but all the sprites are like sortof side view? So I wanted to work with that in mind and have the land match that perspective more.

I also really liked the idea of the stone slabs as the land instead of dirt, as it had a nicer overall vibe and helped the mud stand out from the "dirt" of the early ideas.

I also wanted to have lots of plants and nature stuff that wasn't necessarily interacted with but added to the overall scene. One thing I really hated with APICO is it relied on the trees/shrubs for balance of the overall palette, so this time I wanted enough flora scattered across the waters to make it look pretty all the time not just before the player has a killing spree with their axe.

What I ended up settling on after a few weeks was this:



As you can see it's mostly water, with some large stone slabs to act as "land" and break it up, and lots of green. I wanted a consistent darker outline for anything you can interact with, which then let me have a lot of "background" flora and scenery.

The stone slabs also felt like a perfect place for buildings - I'd tried an attempt at a few building designs, but overally didn't really like how they fit in with the world



Having the stone slabs as the buildings felt more natural and the little extra details of grates and drains and windows I think helps sell it more as lived in. Also by having a fixed "size" of the blocks in tiles, I could match that for the inside so all the spaces matched up when going in and out (and also means I'd be able to show "hidden" rooms while inside that give you a clue to how to get into them)



To finish it off, I worked on the menu designs to see how the UI would fit in - there's some similarities to APICO's basic UI style but I changed the colors a bit and added more space around all the elements.

I also wanted some clearer slot stuff, so like mushrooms and their powder/magic mud to have a small icon for the mushroom, buckets to have a liquid icon - I'd made a few sprites in APICO that were far too similar, so I wanted to avoid that this time round.



I also wanted to keep the main UI as minimal as possible, just some indicators, a current quest log, and then the tooltips if hovering something - this means I've got some flexibility later to add some more stuff.

Once I got this coded up I'd tweak a few things, including the design of the titular mud itself, but overall things pretty much match those final concept arts above.



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[h2]Lost In A Dream[/h2]
With that done I wanted to work on the next main part of the design - the dream world. In the gamejam when you dream you visit the big frog god and they tell you your progress, but what I actually want is a whole dream world that acts as an "opposite" to the waking world.



With APICO I always felt like the gameplay was fun but the NPCs and story and exploration was pretty non-existant. In Mudborne I wanted to expand that, have a similar "maths for fun" genetic puzzle to work on as the core game but then have a much richer world to explore.



With the dream world I could have things change between the worlds - new doors and rooms appearing, broken bridges now fixed, stone lilypads disappearing. By using the big froggy pools the player can switch between the two, and access new areas they couldn't before, along with new frogs or mushrooms or NPCs.

This ends up with a sort of APICO x Metroidvania in a way, you find different mushrooms, create new frogs, and based on the frog genetics you can "unlock" these gates to get to new areas - some part of the main story, others optional to learn more about the secrets of the world, but the different frogs will gate your progress and exploration.

It also gives me a lot of scope to do fun things with the differences between the two worlds, whether thats trees turning into jellyfish that float around, or NPCs being different and saying/selling different things.



It also has some importance within the story itself so I think it should end up as a nice mix of fun gameplay, cool vibes, and a nice story to tell.

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[h2]Something Old Something New[/h2]
With the overworld itself I'd done a lot of changes, looking at the gamejam you can see just how much differs, not just colors but the world objects too.



Some of the items I still liked, like the mushroom designs or the basic tools, some I think make for a fun "nod" to APICO, (like the frogspawn being the honeycomb sprite but modified), with the objects themselves though I wanted to try and match that new "perspective" shared by the stone buildings and the trees.



I also wanted to start using some more colors and have things less flat, so it was nice to finally move away from a lot of the stuff I'd drawn for APICO. When it came to the menus though, I still think the rough style of menus worked really well - it's been battle tested and I know what worked and didn't, but the UI has always been pretty solid.

The main changes I did was update the spacing between elements to give the slots + UI inside menus more space, and then I wanted to change some of the border/header styles slightly and have the tiny lilypad icon in there too. To start with I just fleshed out a bunch of the machines I had in the gamejam plus a few extra ones (also yes thats a slightly different shade of brown to APICO, you have good eyes!)



I really liked some of the menus have these sort of "mini" interfaces inside that showed a bit more of what is going on in the overworld, so wanted to lean into that a bit with some of the other machines.

I also still liked the idea of having some mechanism stuff - for APICO players I appreciate it's lost the charm, but anyone new to Mudborne thats never heard of ol' bee game can still appreciate it!

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[h2]Maths For Fun[/h2]
As I started implementing the mechanics some of the menus changed a bit - for the current "vertical slice" I'm making for pitches, the main machines I needed were:
  • Spawner (frog+frog = frogspawn)
  • Grinder (mushroom = powders)
  • Cauldron (mud+powders = magic mud)
  • Nursery (magic mud + frogspawn = tadpole)
  • Feeder (tadpole + bugs = frogs)
  • Bed (skip ahead time)




The main differences to the gamejam version is the extra step with mushrooms (so that you don't have to find + pick as many mushrooms as you'll get multiple powders from one), the cauldron accepting up to 3 powders that can be the same or different (so one magic mud can have 3 buffs), and the nursery having multiple layers (so you could do 3 different genetic changes or use a +1 mushroom 3 times for a +3 in one step)

The nursery change is the most important here, as being able to do 3 buffs at the same time is important as it's part of the genetic puzzle I'll explain later - but it also removes some grindyness, instead of needing to do 3 cycles for a 4 trait to become a 7 trait using a +1 mushroom, you can do just 1.



The feeder expands the process to include bugs you find to feed the tadpoles - once they grow they'll appear in the overworld as actual frogs again to catch, but this time they might be some new species depending on the genetic modifications you made with the mud. I'm still playing with what the different bugs might do or how which bugs are decided as needed, but I think it gives me a lot of room to play with from a mechanics standpoint.

The final "new" machine I needed was the actual teleportation pools - these would have the genetic "lock" that you need to make a frog to match.



The puzzle starts off simple enough, get a frog that matches the 7 traits the pool requires. Putting a frog in the pool starts the little coloured lines to "move" from left to right, stopping if the number the frog has doesn't match whats needed.

Once you have a frog with all numbers matching, all the dots can join up, and the pool unlocks to be used to travel between worlds.

"That's easy" I hear you say, and yes! To start with this is easy enough, sure you might need to combine different mushrooms to counter certain modifications you don't want, but you can cycle frogs as much as you want to keep modifying until you get there. However this is me making a game so obviously I need to then show you something that makes you cry - which is when I introduce the concept of ancestors to the genetic locks



Instead of just looking at the traits of the frog, it also looks at the traits of the frog of the previous generation, and maybe even the generation before that! So starting from the first "column" you need to jump to the next one in a single frog cycle, using the right mushrooms to modify the numbers in one leap (ha).

You then might need to do that again (and again) until you have a frog that has each previous generation matching whats expected. There'll be some tools to help you "predict" this, as well as lots of different mushrooms you'll find as you explore that do different things, +1, -1, *2 AND -1 etc. Planning this out is a nightmare as you can imagine...



Also having 7 traits each with 7 values means a lot of combinations (823543?!?), which means I can "hide" a lot of frogs to be discovered. For example go scroll back up and look at the "finished" concept art without UI for both the waking and dream world - notice that piller on the left? By travelling to the dream you can get the missing numbers that give you a trait "key" you could make to find a new frog.

In this way there can be a bunch of frogs you have to find to progress through the pools to new areas, some frogs you can get through experimenting (what if I do 777777?) and some found through clues in the world.

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[h2]What Next?[/h2]
So right now I've planned out all the mechanics and I've been starting to implement them into a prototype of sorts (in my new favourite engine LÖVE) to make sure it all feels fun and has the right vibe, so lots of little bugs/critters roaming around, a cute day/night cycle, weather etc



I'm trying to spend more time on little details and effects in the world, all very small stuff but all adds up without the player realising, reflections or pollen or subtle movement.

The goal is to then finish that as a vertical slice I can use to pitch to publishers, cos although APICO did well that was a couple years ago now, and outside of this final update I essentially have no releases until Mudborne is done so money is pretty tight :')



While doing that, I'll be continuing on with the game, starting with the first "training" area that will essentially become the demo. My plan is to release the demo later this year showing that first area, while I continue finishing the game to release in 2025 - right now the demo on Steam is still the gamejam version, which while it has some of the vibes it's not the full concept of what I want Mudborne to be, so I'd like to get that updated to really show people what they can have to look forward to.

I have a lot of the full game mapped out now, in terms of the story, areas, npc, general mechanics etc. I'm also literally mapping it out, each area on some graph paper, so will be interesting to see how closely I follow this for the demo + full game, esp. as I've already changed the houses (and is a nice analogue break for my poor eyes)



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As I mentioned at the start, having to force a devlog every month didn't work great for me, I'd rather do larger devlogs now and again to catch you all up with what I've been doing over a couple of months otherwise it feels like I'm scraping the barrel some months when I've been busy on other stuff.

I do share the odd video + sketch in Discord now and again, so if you want to come chat about it I'd love to see you there, but I'm committing to do devlogs when I can so you can keep up with everything
~ Ell

TNgineers News - FEB2024

Hi friends, hope you’re doing well!

It’s already the beginning of a new month, and you know the drill: it’s time for a new recap!

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Celebrating Black History Month

APICO took part in Humble's Exceptional Indie Allies Bundle, along with 6 other amazing games, to celebrate Black History Month and raise money for NPower.

Big thanks to everyone who supported the cause - so far you’ve helped raise over $25,000! (Also if you’re quick you can still grab the bundle today!)

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LÖVE JAM 2024

Ell took a little week break from finishing APICO’s Honeycore Update to join this year’s LÖVE game jam with their submission, “Synthesis”! In Ell’s own words;

Originally posted by ellraiser
this year the theme was “interface” so… you know I had to! I wanted to make a bit of an abstract puzzle game where the player isn't taught any controls and has to learn through trial and error, and I'm happy with how it all ended up! It was also my first time making music for a game so... enjoy that lol




You can try out the jam game over on itch.io here!

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Whitethorn Winter

Whitethorn Games, APICO’s publisher, held a celebration of gaming across all the games in their catalogue through a showcase and Steam event (you can catch the vod here)

While we didn’t have anything to show, there was some nice sneak peaks at our sibling games, like Magical Delicacy and Botany Manor!

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Final Countdown

It’s been a bit of a slow year so far, with not much to share while Ell plugs away at finishing the final update, however we have got some lovely things planned for the 4.0 launch to look forward to, so be sure to keep an eye out.

We’ll also havs the Steam Spring Sale coming very soon (March 14th!) with the deepest discount to-date for APICO and the soundtracks, so a perfect time to pick up APICO and catch up with everything before the last update

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Aaand that was February at TNgineers! As always, thank you so much for your support
Take care!
Manon, Ell and Jamie