It’s Update time! 
[p]And this time I calculated fancy numbers for it! [/p][p][/p][h2]So what have we been up to this June?[/h2][p][/p][h3]1. We playtested and bugfixed ??% of the game! [/h3][p]Like last update it’s hard to calculate a proper number of just how much of the FULL game is already playtested. That’s because:[/p]
- [p]12% of all Main Quests and 6% of all Side Quests are currently fully tested and approved. BUT[/p]
 - [p]from all 6 main mechanics (gardening, bartering, potion crafting, expedition management, questing, composting) 3 are fully (100%), 2 are mostly (50%+), and 1 is to some minor degree tested (let’s say 0% for math’s sake). And[/p]
 - [p]from all 6 side mechanics (Herbit pathfinding, garden customization, Crane’s card mini-game, yield tier transformation, bottle posts, storage management) 1 is fully, 3 are mostly, and 2 are to some minor degree tested. [/p]
 
[p]That means: 12% of all main quests, approximately 67% of all main mechanics, and approximately 42% of all side mechanics are fully playtested. Adding that up means that we’re at around 40%?? Not sure about that! From now we will just take the lowest number (main quest playtest percentage) as our playtest milestone marker. But know that there are different (and hard to equate) layers to our testing level.  [/p][p][/p][h3]2. We finalized the Harbour and the Beach areas! [/h3][p]Now 4/8 (50%) of all our areas are fully rendered! (Main Garden, Watchtower, Harbour, Beach done, Upper Garden, Herbit Settlement, Potion Crafting Map, Helio’s House to go). Besides the island areas there are also a lot of UI panels that still need finalization – so don’t rejoice too soon! [/p][p][/p][h3]3. We added Yield Tier Transformation! [/h3][p]Wow, that sounds fancy! But it’s actually just a side mechanic that enables the player to simply merge lower tier yields into higher tier yields at a 2:1 ratio. This gardening bypass may sound like a contradiction to our efforts to make gardening somehow complex (and important). BUT it’s an easy fix for early game misunderstandings regarding yield tier improvement and it broades the general gameplay to different (less invested) playstyles. [/p][p][/p][h2]Wow, so many numbers! But what does it mean???[/h2][p]Essentially it means that we are done with a lot but still have to do a lot. How much that is? We don’t know![/p][h2]So what are we currently working on?[/h2][p][/p][h3]1. We’re finalizing the island! [/h3][p]After the Beach finalization we’re moving on to the Upper Garden. Only after that we’ll have the time to really finalize our hybrid (Herbit Settlement, Potion Crafting Map) and regular UI. [/p][p][/p][h3]2. We’re working on another 
devlog! [/h3][p]This time Alicia will talk about the design process of the Beach area. So a pretty current topic! If you want to stay tuned about this upcoming video 
consider following us on YouTube so you don’t miss its release! [/p][p][/p][h3]3. We're (still) playtesting/working on a beta playtesting demo build! [/h3][p]The goal for June was to reach 20% of the game being playtested. Because that number is hard to calculate we’ll stick with the main quest percentage. We doubled that number from 6% (April & May) to 12% (June) and we’ll try to keep that pace. Therefore our July goal is 18% of all main quests! (with constant growth that means that the game will be fully playtested in August 2026 – that’s a very long time to go. Therefore we internally hope that someday we’ll leave the constant trajectory and start progressing exponentially. That goal would be reached at around 24% for July. Let’s see what we’ll hit!)[/p][p]
If you would like to playtest our game well before its (demo) release to give us feedback 
AND receive our game for free 
AND get a Steam gift card as a compensation for your efforts then you should consider following us on 
any social media so you do not miss the start of our beta playtesting program!!! [/p][p][/p][h2]~Stay hydrated~[/h2][p]
xoxo Goru Betto[/p][p][/p][p]Haven't watched our latest devlog? Watch it here:[/p][previewyoutube][/previewyoutube][p][/p]