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Farm Together 2 News

Early Access Update #31 - New recipes, more QoL improvements!

Hi!

Today's update brings new recipes (although a couple of them were accidentally added in the last update, they weren't properly configured yet), such as the Salmon Stew or the Chocolate Cake.

We've also done lots of changes and improvements based on your feedback that should improve the overall experience in many aspects.

New items:
  • New Recipes: Falafel, Salmon Stew, Chocolate Cake, Mushrooms
  • New Decorations: Wagon, Wheelbarrow.
  • New single-lamp lighting fences.


Improvements:
  • Changed Feeder model to have a single food tray. It will automatically point towards the field it's feeding. This visual-only change should avoid confusion on determining how it works, or which animal group is connected to.
  • Trying to quick travel will now work while sitting on a bench.
  • Traveling back to the farm from town will now place you in the closest quick travel point to your previous position. We're not entirely sure of this. Please let us know if you're liking this behavior!
  • Camera distance is now saved and applied when entering the farm. This required some changes to the farm intro cutscene.
  • Production buildings will now show their resource icon in the map.
  • Added two new Welcome Message lines ("Please harvest flowers", "Please harvest animals").
  • Public permissions for farms are now shown in the Find Farm section.


Gameplay changes:
  • Favor now is exchanged for 45 seconds per point instead of 30.


Bugfixes:
  • Fixed soft-lock on Steam Deck/Steam Big Picture when trying to open a text input UI (such as the chat or the Rename Farm prompt) while the floating on-screen keyboard was visible.
  • Fixed performance hiccup a few seconds after entering the house.


Today's Farm Showcase: Nom nom .... yummy by Mintberry

Early Access Update #30 - Small update

Hi! Today's update brings a small amount of changes. Nothing major, but it fixes a multiplayer bug, so we wanted to push this update early.

Improvements:
  • Changed the way season tint colors are applied. Should be a bit brighter than before.
  • Added a setting to show a grid while playing.
  • Changed the look of the "needs water" icon in the farm map, so it's different than the "harvestable" one.
  • A Steam Text input UI will be shown when using the Steam Chat input (unbound by default) while playing on the Steam Deck or Steam Big picture. Should make it easier to type with the Steam Deck or using a controller. If you're not on big picture, we assume you have the keyboard at hand and will act the usual way.


Bugfixes:
  • (Probably)Fixed an issue that could be experienced on visitors when new ones join the farm.
  • Fixed resource icons being shown in the Windmill / Well.


Today's Farm showcase: hiii by KingIkarus

Early Access Update #29 - The Collaboration Hub

In today's update, we're adding one of the most requested features, and last item on the "Summer" section of the roadmap, the co-op rewards!



When you join another player's farm and help there, you'll receive Favor points, that you can spend later on your farm to get money, specific resources, or a temporary boost to your income!

This exchange can be done in a new shop in town, the Collaboration Hub (available from Level 3).

We'll be on the lookout for potential exchange rate updates if something feels too overpowered or underpowered.

New items:
  • Collaboration Hub, where you can spend Favor earned in other players' farms for rewards.
  • New trees: Walnut + Variations, Pistachio, Yuzu Lemon, Tangerine, Almond.


Improvements:
  • Added new icons to better show when a quest-related job in the house needs interaction.
  • When interacting with shops, the player will now move to a fixed location.The shopkeepers union protests about players invading their personal space have been heard..
  • Photo mode now uses different keys when in QWERTZ / AZERTY keyboard layouts.
  • Multiplier is now remembered per shop instead using the same for all shops.
  • Esc/B button can now be used to advance townspeople conversations, same as the A/Space button.
  • Shops have now higher priority than townspeople when deciding what to interact with.
  • Now the map shows when crops / flowers need water.


Bugfixes:
  • Fixed map showing dark areas on the right side.
  • Fixed production buildings playing audios when teleporting near them.
  • Fixed softlocks when trying to use online functions while Steam is in offline mode.


Today's Farm showcase: "When the night has come... *whistle to myself" by *NopfNopf*

Early Access Update #28 - Production buildings & much more!

Today's update brings a new feature to the table, Production Buildings!



These buildings will allow you to produce cheese, honey and jam from more basic resources. They can enqueue production and will be improved with use, so you can just let them do their thing!

We're also adding a bunch of bugfixes, improvements and balance changes to the mix. Check them out!

New items:
  • Production Buildings: Jam Factory, Cheese Factory and Beehive
  • Duck bush decoration
  • New floor types: Pavement and Sidewalk
  • New cowboy/cowgirl clothing, hat/hair, earrings and backpack
  • New crops: Cabbage and variants.
  • New decorations: Fountain and water trough


Improvements:
  • Pushed back farm exterior walls a bit so fences don't mesh with them. Also added an exterior corner model.
  • You can now change map icons to use the ones for items instead of the resources.
  • Added an "Animal Density" setting to video->advanced.Default and previous amount is set to "High". Smaller density will spawn less animals and it will be easier on performance. It's just visual and doesn't affect income or food consumption.
  • Added slight slits to the inventory screen to determine the fill percentage more easily.
  • Modified quick travel building model so you can move through it.
  • Added a couple of special visual effects.
  • Increased grass saturation a bit.We've read your comments about "washed out colors". While we think many items in the game are already highly saturated, it's true that the grass itself was a bit grayish in some cases. We've increased its saturation. We're not 100% sure of the change so it may be reverted. Let us know what you think!


Balance changes:
  • Feathers are now classified as a rare resource. This means shop upgrades will ask for a smaller amount of them, and the warehouse will also increase feather storage in a slightly smaller amount.
  • Farm level will have a much smaller effect on the amount of job resources requested by townspeople.


Bugfixes:
  • Fixed shop not properly centering on the selected item when opening it.
  • Fixed ducks harvestable 3d model resource when model quality is set to low.
  • Fixed animal food no longer being updated after splitting a group in specific situations.
  • Fixed crash when terraforming slopes/hills covering A LOT of area.
  • Fixed teleport to house not working when opening the map from the bus stop.
  • Fixed find games buttons resetting their content when doing alt-tab, or using a gamepad and a controller at the same time.
  • Fixed find games filtering not working properly when mashing the button.
  • Fixed exterior ground not being rendered.


Today's Farm Showcase: "My New Flower Duck Park" by GerseGames

Early Access Update #27 - Bugfix update

Hi!

Today we're fixing a few issues introduced in yesterday's update, as well as a minor upgrade to the animal floor system.

Improvements:
  • You can now place high grass on animal tiles.


Bugfixes:
  • Fixed being unable to place a floor type to override the animals one if it matched the underlying tile floor.In other words, fixed being unable to place grass on animals that were already placed over grass.
  • Fixed a bug with slope corner waterfalls causing items to stop being enabled/disabled while moving etc.
  • Fixed minor UI issues related to favorites.
  • Fixed bamboo tree growth progress not being updated in the same way as before.


Today's Farm showcase: "It's a mess, but it's my mess