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Faire Trade News

Custom Game Update

[p]Hey there shopkeepers![/p][p]We are very excited to bring you another update today! It has been almost a month since the last update so there are a lot of improvements, fixes, and hopefully zero bugs to dig into.[/p][p][/p][h3]Custom game options[/h3][p]Some shopkeepers requested that they wanted longer days, shorter days, a change in the amount of customers that visit the shop, or one of many other ways to play. We are aware that everyone likes to play differently so with this update you can now customize your game mode before you start a new game. Hopefully this will help you tailor the game more to your liking.[/p][p][/p][p][/p][h3]Mod loading progress indicator at startup[/h3][p]The game can take some time to start up on old hardware which some reported as a significantly problematic. This is likely caused by the game loading in the core mod and associated assets when it starts up. In this update you should now be able to see a loading indicator to let you know that the game has not crashed, but requires some time before you decide to start clicking impatiently.[/p][p][/p][h3]Footstep sounds[/h3][p]Aside from ambient sound during the day or night, the game can sometimes sound a bit unresponsive to the shopkeeper or customers moving around. This update adds dynamic and spatial footstep sounds for the shopkeeper and customers. With dynamic we mean that that you will hear nearby footsteps that sound different depending on the surface. Below you can see how this is visualized.[/p][previewyoutube][/previewyoutube][h3]Turkish translation[/h3][p]With help from the Turkish community, you should now be able to play most of the game in Turkish. The Turkish translations was updated before the custom game menu was implemented so that particular menu has not yet been translated. If you want to participate in improving the translations of Faire Trade with your language then please click on this link to find out how you can join in on supporting Faire Trade with community translations.[/p][p][/p][h3]Light improvements[/h3][p]Lights could already be clicked on to toggle them on or off, but this preference was not saved. With this update you can now toggle a light between On, Off, or Dynamic. And this light mode should also be properly saved and loaded. The 'Dynamic' setting will let a light dynamically turn on during the night and turn off during the day. Additionally, shops that use a fair number of lights should see a reasonable performance improvement due to some optimizations. [/p][previewyoutube][/previewyoutube][h3]Object highlighting & access point visuals[/h3][p]Selecting objects should look a bit less flat and more soothing than before. It's subtle, but definitely an improvement. In addition, access points now use an arrow instead of a circle to indicate from which side it can be interacted.[/p][previewyoutube][/previewyoutube][h3]Technical debt[/h3][p]Leading up to Early Access launch we opted for some quick and naïve solutions to pressing issues which we are steadily and carefully replacing over time. If we did a good job, you should not notice much of this effort apart from perhaps some performance improvements. The simple explanation I often use is that we used some duct tape to quickly fix a problem that needs to be properly fixed before building something on top of it. While you may not notice anything, it is still worth mentioning in case that you notice a strange new bug that wasn't there before.[/p][p][/p][p]And this was just a small selection of changes in this update. Below you can find more patch notes with everything that has changes since the last update.

Enjoy![/p][h3][/h3][h3]Patch 15178[/h3][p]TECH[/p]
  • [p]Added temporary lighting for thumbnail generation during load step.[/p]
  • [p]Cloning furniture should no longer briefly show the furniture at the center of the plot.[/p]
  • [p]Removed null propagation checks on WorldObjects because it can result in errors.[/p]
  • [p]Added more null checks to prevent an error from appearing during reflection probe cleanup.[/p]
  • [p]Wall plant decorations colliders are relaxed a bit to allow them to be more easily placed on walls before showing up as invalid.[/p]
  • [p]Placing structure objects should no longer check against the player collider and bring up the message if you want to remove intersecting furniture.[/p]
  • [p]Refactored the terrain code and fixed an issue where a loaded shop would not have its season applied in the main menu.[/p]
  • [p]Materials are now cloned when feedback is applied and reverted after it is not longer needed. This makes it easier to manage and control materials because they now operate under the single source of truth principle. As a result, all foliage materials should now respond to seasonal changes.[/p]
  • [p]Swapped out the initial loading to be asynchronous instead so that a message can be shown while it's loading.[/p]
  • [p]Fixed an issue with the entrance doors being reset to the wrong state if you put the door vertically.[/p]
  • [p]Quitting to main menu while a day is transitioning would not reset lighting.[/p]
  • [p]Village teleporter has been moved a bit closer to the shop.[/p]
  • [p]Interactable zone should remain functional when the HUD is hidden.[/p]
  • [p]Interacting with the counter should no longer toggle its light mode.[/p]
  • [p]Replaced DOTween from door fade effect because of flaky results. Also changed door trigger collision detection to ContinuousSpeculative to fix the issue that the trigger counter could exceed the number of NPCs being inside the trigger.[/p]
  • [p]Lights should now animate independently again and not appear to animate in unison anymore.[/p]
  • [p]Removed the UberTerrain shader and figured out a way to render a splat terrain using just the Uber shader.[/p]
  • [p]Adjusted point light shadows for improved performance.[/p]
  • [p]Light modes are now respected when time of day transitions.[/p]
  • [p]Light animations should no longer play in inactive domains.[/p]
  • [p]Updated surface colliders of the Koudum wall set.[/p]
  • [p]Added LODs to candle flames so that close up it uses a custom shader and far away it dither fades to the uber shader to improve rendering performance.[/p]
  • [p]Fixed an issue where the room of an object wasn't reset when picking it up, resulting in issues when picking it up and placing something down outside of the room.[/p]
  • [p]Light state (On/Off/Dynamic) is now saved and loaded.[/p]
  • [p]Updated surface colliders of the Koning wall set.[/p]
  • [p]Updated surface colliders of the Klundert wall set.[/p]
  • [p]Lowered wall contact margin so that placing furniture on a structure surface requires closer contacts to make it feel less floaty and more grounded.[/p]
  • [p]Improved performance slightly by only using the UI background blur feature when it's needed.[/p]
  • [p]Refactored light, vfx, gradient data and implementation that is used for candles, fires and other lights. Old implementation was rigid and hardcoded.[/p]
  • [p]Haarle door colliders are now a bit smaller to avoid them intersecting with pillars.[/p]
  • [p]Fixed an issue where the repeat crafting feature would sometimes not use the correct input qualities.[/p]
[p]AUDIO[/p]
  • [p]Replaced the ambient nature sound and improved the mix.[/p]
  • [p]Added footstep sounds.[/p]
  • [p]Restock sounds are now spatial.[/p]
  • [p]Added swoosh sound when customers buy something.[/p]
[p]UI[/p]
  • [p]Remove and Clone modes should now also work on carpets.[/p]
  • [p]The confirmation message to remove intersecting furniture is now also translatable.[/p]
  • [p]Clicking the storage button in the HUD now opens up the inventory.[/p]
  • [p]Employee menu was not entirely translatable. Translations IDs and texts have been updated to better reflect what gets translated where.[/p]
  • [p]Settings menu now highlights the text when hovering the row.[/p]
  • [p]Tweaked the main/game menu text font size and material.[/p]
  • [p]Improved the look of display access slots.[/p]
  • [p]Updated the new game thumbnail images.[/p]
  • [p]Cloning an object should no longer leave the previous object in a hover state.[/p]
  • [p]Replaced HideHUD (F2) UI message from the UGUI version to the UITK version.[/p]
  • [p]Fixed an issue where the tooltip text component could be null and cause an error.[/p]
  • [p]Controls button in the main/pause menu didn't have the audio.[/p]
  • [p]Improved the tutorial button prompt pulsate animation to draw more attention to the prompts in the bottom left.[/p]
  • [p]The tutorial button prompt pulsate animation now only stops after both the counter and trader point have been placed.[/p]
  • [p]Increased resolution of the dialogue camera and slightly improved its lighting.[/p]
  • [p]Clicking outside of the Crafting menu now closes it.[/p]
  • [p]Sliders in menu weren't center aligned.[/p]
  • [p]Clicking outside of the Display menu now closes it.[/p]
[p]ART[/p]
  • [p]Entrance no-build rectangle is now slightly rounded.[/p]
  • [p]Fixed candles not working on Swindle and Armament workbenches.[/p]
  • [p]Fixed some incorrect materials on Armament Workbench.[/p]
  • [p]Fixed seams in Kapelle wall set.[/p]
  • [p]Object highlighting looks a bit better now. Also added a shader keyword to help with performance.[/p]
  • [p]Updated counter UVs because the counter top would become emissive if its light was enabled.[/p]
  • [p]The stone trim materials are now a bit more glossy and bumpy.[/p]
  • [p]Haarle didn't have door shadow casters.[/p]
  • [p]Tweaked the animations to reduce foot sliding.[/p]
  • [p]Greatly reduced the transition duration between the 'customer serving' animation and movement so that the shopkeeper doesn't slide over the floor right after helping a customer at the counter.[/p]
  • [p]Reduced walk speed of the smith customer to reduce foot sliding.[/p]
  • [p]Reduced walk speed of the guard customer to reduce foot sliding.[/p]
[p]OTHER[/p]
  • [p]Added a custom game mode option when starting a new game.[/p]
  • [p]Added Turkish translation and updated the credits section.[/p]
  • [p]It is now possible to map or remove input from picking up, placing and returning furniture. This makes it possible to remove the preference of returning furniture with the right mouse button.[/p]
  • [p]Improved restock timing and animation.[/p]
  • [p]Added Russian and updated credits.[/p]
[p][/p][h3]Hotfix 15189[/h3][p]TECH[/p]
  • [p]Product thumbnails should now also be generated at startup.[/p]
  • [p]Fixed an issue where standing on a wall or pillar node would trigger the room name popup over and over.[/p]
[p]Art[/p]
  • [p]Updated surface colliders of the Kruiningen wall set.[/p]

Language Update (French, German, Russian, and Hungarian) + Larger Shops!

[p]Hello shopkeeper! Today we are pushing the latest changes from the unstable build, moving the version number up from version 14937 to version 15010. Let's take a look at some of the highlights in these changes.[/p][p][/p][h3]French, German, Russian, and Hungarian community translations[/h3][p]As you may know, during Early Access you can expect Faire Trade to support community driven translations. After the message was put out we have received multiple requests to help translate the game to various languages. Most notably, French and German translations have been very much in demand. With the excellent help from valued members in the community we can now add French, German, Russian and Hungarian translations to Faire Trade![/p][p]If you notice some untranslated texts, then please let us us know so that we can try and get those updated with the help of the awesome community translators. Yesterday, there was also some interest in helping out with a Turkish translation which is pretty cool. If you would like your language to be available in Faire Trade then please follow the instructions by pressing on the button below.[/p][p]
Faire Trade - Community Translations[/p][p][/p][h3]Increased Shop Size[/h3][p]The shop plot size seemed to be a little on the small side so this has been increased from 12 x 12 to 16 x 16 tiles. That increases the shop size from 144 tiles up to 256 tiles, adding an additional 112 tiles to build your shop on. That is a whopping 66% increase in shop plot! Your shop save file should automatically be upgraded to benefit from the increase in plot size. Below you can see an illustration between the previous plot size in red and the new plot size in blue.[/p][p][/p][h3]New Furniture Colors[/h3][p]One of the cool new benefits of the technology switch behind Faire Trade is that it is now much easier to create and add cool new colors and textures to things without really sacrificing performance that much. To celebrate this momentous occasion, we have a batch of new color options for the displays Eerde, Eersel, Eese, Eesterga, Eestrum, Eesveen, and Eethen. Check them out and show us what you can create with them.[/p][p][/p][h3]Engine Upgrade (Vulnerability Patch)[/h3][p]The tech savvy among us may have noticed that our game engine of choice, Unity has issued a statement indicating that there was a vulnerability found. To address this vulnerability risk we have updated our Unity version from 2022.3.40 to 2022.3.62 which also includes some updates to packages that are used in the project. We have only noticed, and fixed, minor issues as a result of this engine upgrade but it is worth noting that if you notice anything weird then we would love to know about it.[/p][p][/p][h2]Community Shops[/h2][p]Shopkeepers never idle, and so we have another collection of gorgeous shops to enjoy! Feast your eyes on these quaint establishments of curious condiments and countless catered curiosities. If you want your shops included in these showcases, then head over to Discord and post them in the #shop-showcase channel.[/p][carousel][/carousel][h2]Shop Keeper Event[/h2][p][/p][p]Faire Trade was selected to be part of the Shop Keepers event that is running on Steam from 11/01 until 11/15. Be sure to check out all the amazing shop keeper games or recommend Faire Trade in celebration of this event.[/p][p][/p][h3]Current Focus[/h3][p]We are still very much focused on fixing the issues that you are reporting on Discord and Steam. In addition, we are also taking note of all the suggestions and feedback which are are being taken under consideration when deciding on which improvements to focus on next. Slowly but steadily we are getting to the point where we can target some accrued technical debt in order to properly implement further improvements to Faire Trade. If you want to get more involved with the development of Faire Trade then we recommend that you join us on Discord where you can see the change list develop in real-time as we are deploying changes to the game. Press the button below to head over there.[/p][p][/p][p]Faire Trade - Discord[/p][p][/p][h3]Future Focus[/h3][p]Controller support is a much requested feature and we have also heard interest in support for shopkeepers that prefer click to move or play with only a touch pad. That is something that we would very much like to support going forward.

Something that is also very exciting to share is that some of the more technical shopkeepers have already tried (and some even succeeded) to mod the game by changing or adding a product model. While we must stress that proper modding support is still in development, it is super exciting to see all these years rebuilding the game into Faire Trade is already showing some optimistic promise in the modding community.[/p][p][/p][h2]Patch 15010[/h2][p]LANGUAGE[/p]
  • [p]Added French, German, Russian, and Hungarian translations to the game.[/p]
  • [p]Fixed an issue where dialogue wasn't always translated.[/p]
[p]TECH[/p]
  • [p]Updated surface colliders of entrances Fien, Ferrel, Fjorn, Fikke, Fabian, Fleur, and Fred.[/p]
  • [p]Returning to the main menu would not correctly update the terrain. This is because colliders from destroyed domains still existed in the same frame that trees were being generated, resulting in false positives.[/p]
  • [p]Adjusted the main menu camera to account for larger shop sizes[/p]
  • [p]Cleaned up technical debt by applying global product scale in the product model instead of in code.[/p]
  • [p]Elburg did not have product slot sphere colliders assigned[/p]
  • [p]Fixed event NPCs having their animation mode reset when going village -> shop -> village[/p]
  • [p]Some keyboard buttons, such as the number keys, were not re-assignable.[/p]
  • [p]Updated surface colliders of the Klaaswaal wall set.[/p]
  • [p]Updated surface colliders of the Kimswerd and Klaas wall sets.[/p]
  • [p]Updated surface colliders of the Kesteren set.[/p]
  • [p]Added additional checks for save file corruption/errors to avoid the game breaking on bootup[/p]
  • [p]Updated surface colliders of the Kelmond set.[/p]
  • [p]Updated surface colliders of the Kapelle wall set.[/p]
  • [p]Removed Shapes references from furnitue prefabs to prevent including useless assets into the asset bundles.[/p]
  • [p]Removed some materials from counter prefabs.[/p]
  • [p]Fixed the parasol collider by making several adjustments in how surface and carpet colliders interact.[/p]
  • [p]Placing a wall should now adopt the pillar style of the wall that is being placed. This makes the pillar placement behave more as expected.[/p]
  • [p]Added another logger to catch errors that happen in the initial load steps.[/p]
  • [p]Fixed an issue where pressing Esc after the splash screen and before the main menu would throw an error[/p]
  • [p]Submitting some supporting assets that got upgraded as a result of the engine upgrade.[/p]
  • [p]Upgraded engine to Unity 2022.3.62f2.[/p]
  • [p]Quick save editor feature was available in-game but used the internal 'quicksave' name instead of the designated shop name. This ability is now removed as the current implementation could be problematic during the tutorial.[/p]
  • [p]Fixed issue with some wall furniture placement not being invalid.[/p]
  • [p]Fixed the season not loading correctly when at day 28 of a season, again.[/p]
  • [p]One time events weren't actually one time.[/p]
[p]ART[/p]
  • [p]Added new colors for Eerde, Eersel, Eese, Eesterga, Eestrum, Eesveen, and Eethen.[/p]
  • [p]Modified the wood color on a dozen cupboard to be less saturated.[/p]
  • [p]Adjusted several cupboard heights to provide sufficient product clearance.[/p]
  • [p]Relaxed the shoulders of Anna's first outfit.[/p]
[p]UI[/p]
  • [p]Updated translator credits.[/p]
  • [p]Added the respective language to the translator credits.[/p]
  • [p]Added padding at the bottom of the credits screen.[/p]
  • [p]It should no longer be possible to use the Hide UI hotkey while a menu is open.[/p]
  • [p]Control menu now supports community translations.[/p]
  • [p]Styled the control remapping window.[/p]
  • [p]Renamed Profit to Income in end of day screen.[/p]
  • [p]Load Game button will remain inactive if a save file cannot be loaded, and an error message is added in the detail panel.[/p]
  • [p]Employees still had the counter quality shown in the employee menu[/p]
  • [p]Farming skill based output amount should now be clarified in the tooltip.[/p]
  • [p]It's no longer possible to collect from a crafting station if this exceeds your storage capacity.[/p]
  • [p]Removed some unnecessary usage of DoTween, this hopefully fixes the issue that sometimes not everything is shown in the furniture/structure menus[/p]
  • [p]Today in the end of day screen was not translated.[/p]
  • [p]Employee end of day text would stay on-screen after closing the screen.[/p]
[p]BALANCE[/p]
  • [p]Increased the shop size from 12x12 to 16x16. Existing save files will be upgraded to this size.[/p]
  • [p]Slightly increased shop size tile price, and increased the cap to accommodate for the increased size.[/p]
  • [p]Buying products from traders no longer increases the price - until more ways of obtaining resources are established. For existing save files the price will equalize over time.[/p]
  • [p]Customers will now spawn from the village side in the early game, and from all sides as the game progresses[/p]
  • [p]You now get +2 seconds per customers that spawns for the day[/p]
[p]OTHER[/p]
  • [p]Added Silver/Gold Ingot & Ore to Weaponsmithing level 5, and Armorsmithing 14 & 15 to avoid having the ingots unlocked, but not the ore.[/p]
  • [p]Tweaked customer behaviour so that's a tad more random[/p]
  • [p]Slightly moved the access points of the Ell display as they could become invalid when on the edge of a nav mesh node.[/p]
  • [p]Moved the product slots slightly upwards for Elim, Elkenrade, Ell and Elkerzee so products shouldn't clip into the cloth anymore[/p]
  • [p]Drought wasn't blocking DroughtLong, which could still cause them to happen at the same time.[/p]
[p]AUDIO[/p]
  • [p]Added rooster sound after waking up from sleeping at home.[/p]
  • [p]Entrance door now plays a creak sound effect when opening or closing[/p]

One Week of Early Access

[p]Hello shopkeepers![/p][p][/p][p]It's been one week since the Early Access launch of Faire Trade, and what a whirlwind it's been. We are completely blown away by your response. Can you believe the game got over 10k wishlists before launch?![/p][p][/p][p]From all of us on the team - thank you. Truly. You're an awesome bunch. Whether you were/are a playtester, early adopter, fan, or new shopkeeper, you have made this all possible.[/p][p][/p][p]Your feedback, bug reports, and reviews have been incredibly helpful (and honestly, a joy to read through). [/p][p][/p][p]We've put together an FAQ, which we'll keep updating as we get more questions coming in.[/p][p][/p][h3]What We’re Working On[/h3][p][/p][p]We’ve been busy behind the counter this week! First and foremost, we're focusing on fixing the most common bugs and crashes to ensure a smoother experience. We have gone through most of the critical bugs and much needed improvements, and we'll continue our work on the remaining few. After that, we need to catch up on our technical debt that we accrued over the last months. Basically removing some of the short sighted duct-tape solutions in favor of longer lasting support and stability in key areas. You can find the up-to-date changelog at the bottom of this post.[/p][p][/p][p]Patch 14580 was released yesterday - you can find the full changelog here.[/p][p][/p][p]We've had a lot of requests for controller support, so that's something we'd like to look into next. [/p][p][/p][p]Of course, there are more things planned in terms of new features, crafting options, and other fun additions, but right now we need to prioritize and tackle things in the right order. [/p][p][/p][h3]Translators: We Need You![/h3][p][/p][p]As many of you know, Faire Trade is offering support for community translations. French is currently at 96.40% and German is at 75.10%. At 100% they get added to the game! Other languages are being worked on too. Are you a polyglot? We'd really appreciate your help. It's really as easy as filling out a spreadsheet, and you can do as little or as much as you want.[/p][p][/p][p]More info on community translations[/p][p][/p][h3]Show Us Your Shop![/h3][p][/p][p]We’ve loved seeing your shops pop up across social media and Discord. Keep sharing them! Whether it’s a humble one-roomer or a full-on mall, we want to see how you're getting on.[/p][p]Tag us or drop your screenshots on Discord.[/p][p][/p][p]The shop that you can see on the cover image of this post was made by Pandorian. Maybe your shop will feature on the cover image next?[/p][p][/p][p]Check out these creations from Lidusia, Bear, anniedee, Loki is a cat, and scailman over on Discord. It's so fun to see how differently everyone plays the game, whether you're opting for efficiency, style, or just simply a fire hazard.[/p][p][/p][carousel][/carousel][p][/p][h3]Keep the Feedback Coming[/h3][p][/p][p]We’re reading every message, report, review, and suggestion, even if we can’t reply to them all. The early access journey has only just begun, and your ideas are helping shape what’s next. If you haven't yet left a review, we would appreciate this massively![/p][p][/p][p]Thank you again for making Faire Trade something truly special Discord Reddit X / Twitter BlueSky Instagram Facebook [/p]

Update - Bug fixes and improvements (version 14888) + Hotfix 14937

[p]Hey Shopkeepers![/p][p][/p][p]While we've been hotfixing critical issues whenever they've come up during the weekend, we've also been working on other reported issues & improvements. Here are the patch notes for version 14850 that should be out now (you may have to reboot steam if it doesn't update).[/p][p][/p][h3]Patch 14850[/h3][p]TECH[/p]
  • [p]Fixed an issue where entrances that were already placed in the home/farm would break the game[/p]
  • [p]Added double sided signs to make it easier to read from both sides[/p]
  • [p]Fixed the camera orbit when traveling between domains.[/p]
  • [p]Improved Level Up Skills objective by also checking the values when loading the objective[/p]
  • [p]Fixed an issue where the max level of a skill wasn't checking against the right variable, resulting in the objective not being updated correctly.[/p]
  • [p]Armor & Weapon displays would also scale products down to 0.8, these are now scaled to 1 instead[/p]
  • [p]Tweaked the height at which the navmesh is carved, this should give you some more freedom when placing wall furniture high up on the wall.[/p]
  • [p]Cycladen 1 and Kungen 1 had incorrectly set colliders.[/p]
  • [p]Kilo 1 had the wrong tag assigned to its colliders, which blocked then blocked pathfinding[/p]
  • [p]Events should now not be able to spawn twice at the same time[/p]
  • [p]Skills will now go through the previous levels to unlock anything that was changed in the data after the file was saved.[/p]
  • [p]Loading in a creative save file now correctly sets the purchase price of furniture to 0[/p]
  • [p]Fixed an issue where one-off events were also being triggered in year 2[/p]
  • [p]Fixed the filtering on trader menus breaking when similar IDs with different qualities were present[/p]
  • [p]Reverted to a previous version of the KingsDay code, where products were always unique per trader. Added a fallback in case not enough products are unlocked.[/p]
  • [p]Clicking New Game/Load Game/Continue multiple times would try to load the game twice, resulting in a crash.[/p]
[p]UI[/p]
  • [p]Crafting menu skill panels used an initially wrong vertical position.[/p]
  • [p]When a skill is maxed out, the menu now says so rather than showing infinite progress.[/p]
  • [p]Fixed Unlock button not disappearing when switching tabs in any of the unlock menus[/p]
  • [p]Added a confirmation prompt when clearing a planter or smelter slot.[/p]
  • [p]Fixed sorting by buy price for traders[/p]
  • [p]Greenhouse planter tooltips were not functioning properly[/p]
  • [p]Increased width of the money counter in the HUD[/p]
  • [p]Greenhouse planters should now allow seasonal crops to be planted.[/p]
  • [p]The end of day graph will now angle the day counter if this exceeds 100 to allow the numbers to be easier to read.[/p]
  • [p]You can no longer place an entrance in the farm & home domains[/p]
  • [p]Crafting stations with multiple skills did not have a line break to separate the skills.[/p]
  • [p]Exceeding maximum crafting skill would not cap at 100% in the crafting menu.[/p]
[p]BALANCE[/p]
  • [p]Added Favor as a reward for most objectives[/p]
  • [p]Lowered the exp requirements for leveling up products by roughly 40%[/p]
  • [p]Tweaked the minor Beetles events to have slightly less impact, and the global one to have the same impact as the previous minor events.[/p]
[p]OTHER[/p]
  • [p]Fixed Drought & Winter events not blocking similar versions, which could result in them happening at the same time.[/p]
  • [p]Added some missing event data[/p]
  • [p]Sand is now unlocked at Swindle level 8, together with the smelter.[/p]
  • [p]Fruit Bonanza was using the wrong event data.[/p]
  • [p]Chainmail Gauntlets (Iron) were not being unlocked when they should.[/p]
[p]ART[/p]
  • [p]Employee hair colors were not using natural hair colors[/p]
  • [p]Fixed 4 displays and 19 decoration assets becoming invisible when the hide walls feature is active.[/p]
[p][/p][h3]Hotfix 14900[/h3][p]This morning we were notified of an issue with a save file that had a broken farm. We've been investigating this all day and have not been able to get a reproduction of it on our side, So while we continue to investigate the root cause we decided to add a fallback for save files when this is detected.[/p][p][/p][p]TECH[/p]
  • [p]If for some reason the domain nodes in a save file got corrupted, it will now load in the starter layout to at least not break the entire save file.[/p]
  • [p]Max skill achievement wasn't triggering as intended, these should now be granted when loading in a save file as well.[/p]
[p]BALANCE[/p]
  • [p]Removed the Smithing tag from Brass, and added Music to be in line with Pyrite.[/p]
[p]OTHER[/p]
  • [p]Pyrite Ore & Ingot were missing the CraftingResource tag[/p]
  • [p]Pyrite Ingot recipes had a duplicate ID assigned which resulted in some weird values when trying to smelt Pyrite[/p]
  • [p]Added the missing Painting tag to the smaller painting variants[/p]
[p]UI[/p]
  • [p]Added a notification at the start of the day when an event starts[/p]
[p][/p][h3]Hotfix 14934[/h3][p]Over the weekend we were notified that farming could crash the game. This took a bit of investigating but it seems that we now have a fix for that issue. This fix comes in addition to a number of other fixes and improvements that were submitted to the project in the meantime.[/p][p][/p][p]ART[/p]
  • [p]Updated several light emitting decorations. Most notably the square and round fire pits.[/p]
  • [p]Fixed Koning wall set sticking through paintings and posters.[/p]
  • [p]Fixed Kotten wall material appearing bright while the set material was supposed to be dark. Also fixed the siblings materials in that set.[/p]
  • [p]Fors entrance should now also have its thickness adjusted.[/p]
  • [p]Fixed door shadows on Fiona.[/p]
  • [p]Fixed visual issue with the Kroma wall set where paintings or posters would clip through the wall.[/p]
[p]TECH[/p]
  • [p]An issue would occur when stopping the game while a UI fade was happening.[/p]
  • [p]Fix for Ersthof being initially invalid when placed.[/p]
  • [p]IsPointInDomain didn't correctly check when something was at the exact boundary, causing the red highlighting to not work when trying to remove a wall using Remove Mode.[/p]
  • [p]Cursor raycast now also checks for door colliders and treat it as if it is a wall. This should make it easier to remove walls with doors.[/p]
  • [p]Updated colliders on Koudekerk.[/p]
  • [p]Updated surface colliders of the Kaag wall set.[/p]
  • [p]Fixed a bug where unlocking a 4 slot planter first could cause a critical error.[/p]
[p]BALANCE[/p]
  • [p]Moved the Jar to level 2 Pottery, and moved everything after that down by 1 level.[/p]
[p]OTHER[/p]
  • [p]Improved the interactable zone for Trader Post 2.[/p]
  • [p]Slightly shrunk the interactable zone for all counters & Trader Post 1.[/p]
[p]UI[/p]
  • [p]Fixed an alignment issue in the confirmation window.[/p]
  • [p]Bug reporter now word wraps correctly.[/p]
  • [p]Fixed issue where deleting the continue save file wouldn't disable the button correctly.[/p]
  • [p]Detail panel in the load save menu is now also wiped when deleting the save file.[/p]
  • [p]Greenhouse room growth should now correctly be reflected in the planter slot progress.[/p]
  • [p]Greenhouse label would not be removed when moving a planter out of the greenhouse room.[/p]
  • [p]Crafting menu product fountain effect would briefly show quality result on the side of the screen.[/p]
  • [p]Crafting menu recipe grid should now adjust its height up to a maximum of 4 rows of recipes.[/p]
  • [p]Added employee expense to end of day screen.[/p]
  • [p]The crafting menu recipe grid panel height was not updating correctly for farming.[/p]
  • [p]Fixed an issue with the planting menu where the main window content would not show up after switching planter slots.[/p]
  • [p]Employee end of day text would stay on-screen after closing the screen.[/p]

Grand Opening TODAY!

[p]The wait is over, shopkeepers:[/p][p][/p][h2]Faire Trade is available NOW on Steam in Early Access![/h2][p][/p][p]Watch the launch trailer: [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Today, you can open your shop doors and start discovering the world of Faire Trade.[/p][p][/p][p]This Early Access launch marks the beginning of an exciting development journey with you, the wonderful shopkeeping community. As with Winkeltje, we'll keep working on and developing Faire Trade throughout Early Access and build towards greatness. Your feedback and ideas will help shape new features and improvements as we work towards 1.0. [/p][p][/p][h3]What's in the game today:[/h3]
  • [p]The full shopkeeping loop where you can buy, craft, stock, and sell[/p]
  • [p]Character creation and customization[/p]
  • [p]Employees[/p]
  • [p]Shop customization and expansion[/p]
  • [p]Home customization and expansion[/p]
  • [p]Explore the village[/p]
  • [p]Farm your own crops[/p]
  • [p]Dynamic product pricing[/p]
  • [p]Room system[/p]
  • [p]Events[/p]
  • [p]Hundreds of products spread across categories like: tool/weapon/armor smithing, pottery, music, farming, resource trading, and swindling.[/p]
[p][/p][h3]What we're still working on:[/h3]
  • [p]The story[/p]
  • [p]Controller support[/p]
  • [p]New crafting specializations[/p]
  • [p]Reintroducing products and crafting of Winkeltje in exciting new ways[/p]
  • [p]And much more...[/p]
[p][/p][p]After launch we expect to roll out hotfixes and bug fixes to address issues that prevent people from playing. After that we'll focus on stabilizing the core experience with additional bug fixes to reduce friction in the player experience, improve performance, and polish where this is most needed. Once everything stabilizes we really need to catch up on a bunch of technical debt that accrued over these past months. Once all of that is done and dusted, we are very excited to start cracking on new content and features to add to the game. Of course, we'll keep you updated with progress. We hope to release a patch every month or so.[/p][p][/p][p]Thank you to everyone who wishlisted, playtested, and supported us so far. This milestone is all thanks to you, and we can't wait to see what you build.[/p][p][/p][p]Now go out there and build your dream shop![/p][p] [/p][h3]Join the community:[/h3][p]
Discord Reddit X / Twitter BlueSky Instagram Facebook [/p][p][/p][h3]Hotfix Version 14817[/h3][p]We've got a first round of fixes in from the first reports - there were 2 issues blocking gameplay that we wanted to get out as soon as possible. See the full patch notes below.[/p][p][/p][p]Tech[/p]
  • [p]King's Day Event products that were on display would not be removed when buying them[/p]
  • [p]Added an additional check to more gracefully fail an inventory creation error[/p]
  • [p]Fixed trader inventories not being generated for the King's Day event[/p]
  • [p]Increased product pool size for customers to avoid that going out of bounds[/p]
  • [p]Added an additional check in the patience timer to make sure it's removed from the action if it somehow bugs out[/p]
  • [p]Fixed a rare error message that could occur when a character fade happens during a game close[/p]
  • [p]Fixed issue with save files not deleting as expected[/p]
  • [p]Fixed bug reporter not working when there's no save file[/p]
[p]UI[/p]
  • [p]You were able to see events in the menu that you weren't supposed to. These secrets will now remain mine[/p]
  • [p]You can no longer open menus when in the character customization screen[/p]
  • [p]Added a null check to the character creator that probably fixes an error that we are seeing[/p]
[p]Balance[/p]
  • [p]Lowered the reward for the placing furniture tutorial to 37, and increased the reward for placing storage to 111 to prevent a soft-lock[/p]
[p][/p][h3]Hotfix Version 14828[/h3][p]Balance[/p]
  • [p]Lowered the cost of expanding domains, and changed the curve to be linear instead[/p]
[p]Tech[/p]
  • [p]Large/Medium Storage rooms were not triggering correctly[/p]
  • [p]Room shapes was drawing all over the place, rather than actually highlighting the room[/p]
  • [p]Fixed critical error when recreating a workshop room[/p]
  • [p]Fixed issue with the money label sometimes not animating when it should[/p]
  • [p]Added a try/catch to figure out a nullref that should have been fixed by now.[/p]
[p]UI[/p]
  • [p]Crafting menu amount selector was usable if no input was available.[/p]
  • [p]Added Money/Favor/Eggs text to the unlock windows[/p]
  • [p]Already unlocked objects would not be removed from the list when switching tabs, resulting in being able to unlock something twice[/p]
[p]ART[/p]
  • [p]Fixed the blue vertex channels on Eerde, Eersel, Eese, Eesterga which caused these displays to become invisible when hiding walls.[/p]
[p]Other[/p]
  • [p]Storage objects had the Storage tag applied twice[/p]
  • [p]Planter would not unlock when skipping the tutorial[/p]
[p][/p][h3]Hotfix Version 14835[/h3][p]UI[/p]
  • [p]Appeal level HUD could crash the game if you hit appeal level 30 and loaded in that save[/p]
  • [p]Products would show up in the unlocked list at the end of day multiple times[/p]
[p]TECH[/p]
  • [p]Sale price was not clamped correctly, which could sometimes have sale prices be negative.[/p]
  • [p]Fixed typo in node cost calculation that caused it to go negative in the farm[/p]
[p]OTHER[/p]
  • [p]Fixed a bug where banana pricing would go through the roof.[/p]
[p][/p][h3]Hotfix Version 14844[/h3][p]TECH[/p]
  • [p]Empty tiles were not counted towards bought tiles when loading a save file, which then broke the buy price of buying tiles and the achievements[/p]
  • [p]Fixed Armorsmithing not unlocking as expected. This should also unlock when loading in save files where it should've been available already[/p]
  • [p]When returning furniture with multiple child meshes through Build Mode, the PickUp & Sell functions were called twice[/p]
  • [p]Fixed Summer & Spring objectives not updating as expected[/p]
  • [p]Changed the tile cost calculation slightly so that it also works for the farm[/p]
  • [p]Fixed issue where saves made on launch day didn't have the Farming skill unlocked when skipping the tutorial or playing in creative mode[/p]
[p]BALANCE[/p]
  • [p]Increased the minimum requirements for some rooms[/p]
  • [p]Changed the requirements for the Weapon & Armor workshops and removed the storage requirements from the Trader Outpost, pending some new tags that need to be added.[/p]
[p]OTHER[/p]
  • [p]Added the missing WeaponSmithing & ArmorSmithing tags to some decorations\\r[/p]
  • [p]Calhoun was not unlocked in the ArmorSmithing tree[/p]
  • [p]Fixed Elkerzee display access points being too close to the display, causing it to always be invalid[/p]
[p]UI[/p]
  • [p]Fixed the room appeal modifiers visually stacking in the UI.[/p]
  • [p]Crafting menu 'Recipe' button should no longer be interactable in delayed crafting stations like the Smelter.[/p]
  • [p]Crafting menu amount selector could be used when one of multiple inputs was 0.[/p]
[p][/p][h3]Hotfix Version 14849[/h3][p]UI[/p]
  • [p]Fixed an out of bounds error that could occur when Farming reached level 9.[/p]
  • [p]Fixed the infinite craft bug.[/p]