April-May 25 Update
MAY I HAVE YOUR ATTENTION PLEASE!
Just as time progresses, we also progress in our development. The past segment of time spanned 2 months.
[h2]So what have we been doing in these 2 months?[/h2]
[h3]1. We playtested and bugfixed approximately 10% of the game! [/h3]
This approximation was calculated from the number of main quests playtested (6%) and a vague assessment of tested mechanics (+4%??) – therefore it is probably not a true indicator of our current playtesting status. But it's only meant to serve as a rough benchmark to show how far our playtesting has progressed. And therefore 10% sounds about right: Because though we playtested and fixed a lot we didn’t progress very far in the game (about 2h in each playtesting session), mostly due to balancing issues (quests took a lot of time!). We are working on better balancing and will (hopefully) return with an approximation of 20% next month!!!
[h3]2. We (mostly) finalized the UI! [/h3]
We finalized most panels (main inventory, dialogue, trade, compost, sleep panel, escape menu in March; wiki, partially the Herbit map in April) to resemble the ‘open book’-like concepts we had in mind for them. There are still some UI panels to finalize (crafting, Herbit settlement, Crane’s card game) but we’re working on it!
[h3]3. We uploaded a new devlog!!! [/h3]
The viewer vladrez suggested more gameplay and mechanics content as a devlog topic – and Lion made a video about just that! So if you want to check out the current visual and technical state of the game check out his vlog. It covers the plant management, compost transformation, dialogue processing & questing, potion crafting, (Herbit) expedition management, trading/bartering, and wiki mechanics of Golembert.
[h2]’Wow, that sounds like a lot and little progress at the same time.’, one might say.[/h2]
And yes, that’s exactly how we feel. Though we worked through and finalized a lot of things, there is still SO MUCH to do before the game is ready! Therefore there is no time to waste: let’s continue with what we are currently working on!
[h3]1. We’re finalizing the island (& the UI)! [/h3]
While there are still UI panels unfinished we also have some areas on our island that need finalization (the beach, harbour, and forest area for example). Both UI and island are therefore stuff we are currently working on!
[h3]2. We’re reimplementing an advanced crop info UI! [/h3]
Because: who doesn’t love some good UI???!? No, seriously: while playtesting we realized that the information the player needs to achieve higher crop yields is not really accessible. Therefore we are adding a (hopefully very intuitively understandable) panel that you’ll be able to access via CTRL when hovering over a plant that shows you what yield tier this plant will yield on harvest and why.
[h3]3. We're (still) playtesting/working on a beta playtesting demo build! [/h3]
We’re at (approximately) 10% as I mentioned but next month we strive for 20%!!! (which is double speed considering this update covers two months) Purely mathematically that means that our internal playtesting/fixing will be done in February 2026 BUT I put my whole trust in the Omnissiah that we’ll reach that point earlier. Fingers crossed!
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!!!
[h2]Thank you for your existence![/h2]
xoxo Goji Berry
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