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Farm Together 2 News

Early Access Update #1 - First day fixes!

It's been a wild day! We can't believe so many people are playing the game already and looks like most of you are enjoying the game! We can't ask for more than that :)

We're releasing a small update today fixing the most important and common issues reported so far. We'll also add our thoughts about a few of the most commented topics:

[h3]Rain[/h3]
As we said on a previous newspost, our initial intention for Farm Together 2 in relation to weather effects was to have them just for looks, but without gameplay effects. This was because in the first game, many people would get confused as to why they crops weren't watered, or why they would yield less money than expected, etc.

On top of that, weather effects couldn't be too strong, as otherwise crops taking whole days to grow would be affected by them too much. For example, if rain fully watered crops, and you get rain once every hour or two, you would basically never need to water long term crops! The opposite could happen as well if we had some kind of negative weather effect.

This is why we decided to remove the gameplay effects for the sequel.

However, it's clear that it wasn't a good decision. While no one has commented that snow does nothing, lots (I mean LOTS) of people have reported that rain does nothing to water crops.

So we've decided to bring back the rain effect, working in a similar way as the first game, but we probably won't bring back freeze, drought or any other kind of negative effect.

It will take some time until we add and check it's working properly, so until then we'll remove rain altogether to stop the flood of reports. Don't worry, it shouldn't take long until the rain is back!

[h3]Fuel[/h3]
We've noticed tractor fuel consumption is a bit too high currently. The new automatic mode helps with doing tasks really quick, but people just run out of fuel too quickly because of that (also because the automatic mode waters crops as well).

We'll probably increase base fuel capacity and regeneration rate a bit, as well as increase the rewards for upgrading the garage. Fuel depots should still be useful, but you shouldn't need as many of them.

This update will come at a later date, as currently we're focusing on bugifxes.

[h3]Flat farms[/h3]
Some of you have shared your concerns about the lack of a starting flat farm. In the first game, this was an option that came with an income penalty to compensate for the increase in available space and ease of navigation.

This is something we felt wasn't necessary in Farm Together 2 because you can now terraform the land to your liking, and instead of the income penalty, you'd have to pay the terraforming price (which isn't that high). Since you would do it as you keep unlocking chunks of land, it shouldn't be a tedious task (unless you want to flatten the whole unlocked farm at once).

We don't think we'll add a setting to start on a flat farm, however we might look into adding an option to flatten the whole farm, just like you can recycle it. Of course this would need to have terraforming unlocked and enough diamonds to do so, but it should be an acceptable alternative that would let people experiment without too much hassle.

[h3]Town shops[/h3]
People has always shown their concern about town shops limiting the amount of resources you can sell. Many people like that you can upgrade each shop with resources, increasing the variety of items you need to plant and harvest, but others have complained about how it limits how many resources you can sell, causing storage to run out of space.

The intention behind the limited sell rate was to encourage people to visit the town often, as well as adding more weight to shop upgrades beyond just increasing storage capacity. However, in a "normal" gameplay loop (one where players aren't exclusively planting and harvesting the same thing over and over), ideally you shouldn't empty out the shop as often as it currently happens.

To compensate for that, we'll probably increase the capacity and recovery rate from upgrades, or maybe reduce shop upgrade requirements so you can get them to higher levels more easily.

[h3]Ponds[/h3]
There has been some complaints about the income penalty of ponds based on their size. I think most are ok with some kind of penalty, given that you can harvest thousands of tiles with a single click, but they feel that it starts to be applied too soon.

We may look into a different solution, and change it so ponds are harvested by player position (so you harvest only the tiles near you), so having big ponds have no advantage (but no penalty either). But we would like to hear your thoughts on this!

[h3]Roadmap[/h3]
We'll prepare a roadmap with future updates soon. It probably won't be this week, as we're still focusing on the more urgent changes and fixes. But we should have it ready by next week.

This also gives us time to hear your suggestions and plan them out for future updates.

Nothing on it will be set on stone, and part of it can change based on your own suggestions, but it should give you a general idea on when to expect certain features, etc.

[h3]Update changes[/h3]

Improvements:
  • Shopkeepers were complaining about how much their hands hurt, so they've stopped clapping.
  • The tutorial will now check if you're too smart for it and had already placed the vegetable shop or the garage ahead of time.
  • We're disabling rain effects until we can add some gameplay effect for them, to avoid getting flooded with questions about it.


Bugfixes
  • Fixed beards not saving properly. Had we hired someone with beard, we would have noticed earlier!
  • Did some tricks to try to detect how much time passed when the Steam Deck is resumed. It's not perfect, but it should work in the general case.
  • Vsync on caused high GPU usage when the game is alt-tabbed out. Solved by disabling vsync in those cases (the Background FPS setting will be used)
  • Fixed Korean, Japanese, etc. fonts not working in the chat window.
  • Position checks weren't properly done when adding or removing ramps from hills. This should prevent people from falling below the ground when doing it.
  • Contextual help popups could show while interacting with the town shops and break the UI. This shouldn't happen anymore.
  • Should have fixed flowers not progressing while offline (not 100% sure, please report if you still experience this)
  • Fixed farm and item experience partial progress not being saved properly.
  • Removed a repeated flag.


Finally, we'd love to keep hearing your suggestions, comments and reports. We're really glad you're enjoying the game so far and we want to keep adding content and features to it.


[h3]Farm showcase of today: "First day" by LadyAlicja[/h3]

Farm Together 2 - Early Access now available!

Today marks the start of the Farm Together 2 Early Access!



We hope you have fun playing the game, and don't forget to let us know of your impressions of the game, as well as suggestions or any kind of bug you may find!

https://store.steampowered.com/app/2418520/Farm_Together_2/

The game will feature a promotional launch discount, so don't miss the chance to grab it now!

Early Access Release date announced: May 7th!



Finally, we're announcing the Early Access release date for Farm Together 2!

We'll do our Early Access release on May 7th!

The game will be available for $19.99 with a temporary 10% release discount. It will be a long time before the game gets discounted below this price, so don't miss the chance!

We know we've been a bit silent lately, but that's because we've been working hard on the preparing the game for the upcoming release. We've added lots of new content, features and polish to the game in the past weeks, and we're eager to show you the results of our work soon!

A New You: Customization and Decoration

This is the sixth post in the series of core features in Farm Together 2. Today we're talking about Customization and Farm decoration. Time for a makeover!

[h2]Avatar Customization[/h2]



In Farm Together 2 you can customize your avatar with plenty of things, such as changing your clothes, hair color or even choosing which earrings to wear.

Clothing and accessories will be unlocked as you level up your character (on top of potential seasonal events in the future).

You can save your outfits to presets to easily access them later, or use them in the split-screen mode (yes, we've managed to finish it before the Early Access release!)

[h2]Emotes[/h2]



You can assign up to 4 emotes to greet other players, or townspeople!

[h2]Tractor Customization[/h2]



You can also customize your tractor, changing the model (only one available at the first Early Access version, but more coming soon!), color, antenna, and maybe more things in the future (Honk!).

[h2]Decorating your farm[/h2]



Decorate your farm as you wish! There are lots of decorative items in the shop to give a personal touch to your farm (and even more will come over time!). Roads, fences, decorative buildings, terrain types... Combine this with terraforming and you can achieve lots of different, interesting layouts!

[h2]Improvements from the first game[/h2]

Here are some of the most interesting improvements from the first Farm Together:

  • Body type is now managed by three sliders that control the silhouette, weight and height of your avatar.



    This enables the use of all clothings no matter the body of your avatar, something that due to technical reasons wasn't completely allowed in the first game.

  • Color variants are now grouped in a single button in shop listings.



    This reduces the amount of clutter in the shop, and we can add more color variants while keeping the shop easy to navigate.

  • You can place roads on hills and ramps independently.



    In the first game, roads on hills were placed in a hacky way, and were hard to control. In Farm Together 2 you can place them on slope tiles (as long as it's a straight one!) and hill ramps.


    We're also considering adding bigger tiles to allow for wide corners or special road shapes, but we're not sure yet!


A well deserved rest: Housing and Jobs

This is the fifth post in the series of core features in Farm Together 2. Today we're talking about Housing and the jobs we can do inside our home!



While the housing system remains very similar to the one in the first Farm Together, there's a few changes that should improve the overall experience, so check them out!

[h2]Building houses[/h2]



Building a house is a serious business! It will take a big amount of cash and resources, and it's done in several stages taking some time to complete.

Despite that, building a house is still faster compared to the first game, where it could take almost a week to build! Now a house could be completed within the day depending on our activity.

[h2]Entering our house[/h2]



Once the construction is complete, we can finally go inside our house! Initially it will be almost empty, but with time and resources we'll be able to decorate it to our liking!

We can fully customize the looks of buildings and furniture, to give the house our own personal touch. From the color and style of the floor and walls, which rugs to use, or even where to put our notepad!

[h2]Jobs[/h2]



It's not just about decoration! Inside houses we can perform Jobs, such as Cooking or Painting. These are tasks that take time, money and resources, but you will reap more rewards once they're finished!

When starting a job, you can choose from a list of "recipes", each one with its own requirements, duration and number of steps.



Overall, Jobs work the same way as they did in the first Farm Together (at least for now), with two changes to make them more interesting:

  • Now quests can request for Job recipes. For example you can be asked to paint a Painting or cook some food.
  • Finishing a Job will now grant resources that can be used elsewhere (for example sell them, give it to townspeople requesting them, etc).


With these two changes, we're removing the separate "Tickets" currency, as it's not needed anymore.



On top of that, you can now put the results of your work for display inside the house!

[h2]More to come![/h2]

Our intention for houses in the future is to add more kinds of Jobs (Music, Pottery, Streaming...), that should incentivate the construction of more houses. We also want to add visitors/guests to them so your decoration skills are rewarded, and probably add different minigames to each Job.

We'll be listening to your suggestions for future jobs an ideas to improve the housing system!