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Tinkerlands News

Tinkerlands v0.3.2.0

[p][/p][h2]Ahoy, Tinkerlanders! [/h2][hr][/hr][p]First of all, I want to give a huge thanks to everybody that took a minute to check out the 'experimental' branch. We've gather so much feedback and bugfixes. So much that we've done close to 100 bug fixes and changes in just a few days![/p][p][/p][p]We've heard your concerns, and we are taking steps into improving all the rough edges Tinkerlands has. So we are very happy to share that the new multiplayer protocol (that has been proven to work better) and the new collision systems are now being pushed to stable. Along with a lot of bugfixes and other cool changes, like the automated crash report tool.[/p][p][/p][p]Let's take a quick look into the big ones:[/p][p][/p][h2]New Multiplayer Protocol[/h2][hr][/hr][p]This might sound like jargon to you, but this just means that we are using a different system to handle multiplayer (while still being the same for the player) that is more stable and more friendly with firewalls, VPNs and others. This change will most likely improve your connection stability while playing online, specially in the Asian region.[/p][p][/p][p]We will still be monitoring performance and feedback in any case. And talking about feedback...[/p][p][/p][h2]New Report Tool | Automated Crash Report[/h2][hr][/hr][p]We know it's a hassle to share crashes and feedback, even more if you don't use Discord or the Steam forums. That's why we've been working on an automated crash report system. After getting a crash and re-opening the game, you will be asked to send the crash report — and the best thing is that you only have to press 'Send' and all the crash info will be delivered to us. This has been proven an extremely valuable tool in the 'experimental' branch, allowing us to reproduce bugs much more easily, which translates to faster bug fixing on our end.[/p][p][/p][p]It's worth mentioning that if you've had a crash that made you lose items, you can send us a message over Discord or the Steam forums and we help you recover the lost items, and maybe tell you a terrible joke (non-negotiable).[/p][p][/p][h2]New Collision System[/h2][hr][/hr][p]Last but not least, the new collision system. We've heard over and over that the game feels cluttered with objects and that navigating the world can be painful. This was mainly due to the player having a grid-based collision system — which makes the player collide in unusual ways depending on the object.[/p][p]
We have now moved to a mask-based collision system for the player, meaning that collisions will be now much more accurate and navigating the world should feel much smoother. The feedback from the 'experimental' branch about this change has been overwhelmingly positive, but we will be hearing feedback from you as well![/p][p][/p]
[p]Old Collision System (Grid-based)[/p]
[p]New Collision System (Mask-based)[/p]
[p][/p]
[p][/p]
[p][/p][h2]Patch Notes[/h2][hr][/hr][p]Finally, here are the patch notes for this update. This time we haven't included new content as we've been focusing on bug fixing and the new features mentioned above.[/p][p][/p][h3]NEW[/h3]
  • [p]New collision system.[/p]
  • [p]New steam networking protocol.[/p]
  • [p]New automated crash report handler.[/p]
  • [p]Improved ingame report tool.[/p]
  • [p]New chest logic.[/p]
[p][/p][h3]CHANGES[/h3]
  • [p] text color updated.[/p]
  • [p] text color updated.[/p]
  • [p]Report Tool now includes whether the user uses mods.[/p]
  • [p]Report Tool now properly shares map files when playing online.[/p]
  • [p]Report Tool now updates the player file before sending it.[/p]
  • [p]Items generated by harvesting interactables now have randomized speed and direction vectors.[/p]
  • [p]Increased Ghostlands tombs collision box size.[/p]
  • [p]Torches (and other non-solid interactables) can now be placed at player's position.[/p]
  • [p]Character now gets unstuck instead of breaking interactables when blocked after changing region.[/p]
  • [p]Character now gets unstuck instead of breaking interactables when blocked by after harvest interactables (i.e: trunks).[/p]
[p][/p][h3]BALANCE[/h3]
  • [p] reduced defense improved from 0% to 25%.[/p]
  • [p] buy price reduced from 5g -> 1g.[/p]
  • [p] sell price reduced from 2.5g -> 50s.[/p]
  • [p]NPCs no longer get an amity hit when evicted (manually or accidentally).[/p]
  • [p]Trichroma Minibosses spawn now has a minimum of 3-minute cooldown after being killed.[/p]
[p][/p][h3]BUGFIXES[/h3]
  • [p]Hook logic now uses the correct player move logic.[/p]
  • [p]Disabled NPC hover interaction if NPC is in a different region.[/p]
  • [p]Shadow Spell casted from enemies should no longer be visible in different regions.[/p]
  • [p]Wolf Mount now disabled the tundra debuff icon.[/p]
  • [p]Updated objFXSpark to use custom variables to avoid crashing.[/p]
  • [p]Chests are now properly locked when opened and cannot be used to craft.[/p]
  • [p] flag is now properly reset after placing an item in a chest.[/p]
  • [p]Fixed banshee cutscene not using all candles.[/p]
  • [p]Fixed phoenix not doing their rotation move.[/p]
  • [p]Fixed Death Mask loc in languages other than english.[/p]
  • [p]Fixed crash when trying to access non-existing enchant data from an item.[/p]
  • [p]Fixed light position not being properly adjusted for zoom values different than 100%.[/p]
  • [p]Fixed containers not being properly destroyed.[/p]
  • [p]Fixed VBuffer grids tying to be accessed out of bounds.[/p]
  • [p]Fixed out of bound grid accesses while generating a world.[/p]
  • [p]Fixed non-solid collisions with new movement (i.e: spikes).[/p]
  • [p]Fixed ship's mast collision box.[/p]
  • [p]Fixed ship's navigation wheel collision box.[/p]
  • [p]Fixed ship's boundaries collision box.[/p]
  • [p]Fixed ice collision box.[/p]
  • [p]Fixed box storage interactable collision mask.[/p]
  • [p]Fixed a memory leak related to the old lighting system.[/p]
  • [p]Fixed player unstuck logic.[/p]
[p][/p][h3]MULTIPLAYER IMPROVEMENTS[/h3]
  • [p]Clients no longer can open multiple chests at the same time.[/p]
  • [p]Shadow Spell should no longer be visible in different regions.[/p]
  • [p]Clients can now properly summon bosses with the transmutation cube.[/p]
  • [p]Summons NetIDs are no longer mixed in multiplayer.[/p]
  • [p]Pets NetIDs are no longer mixed in multiplayer.[/p]
  • [p]Automated-crash reports now include all players positions.[/p]
  • [p]Fixed ingame report tool crash when reporting from ingame in multiplayer.[/p]
  • [p]Fixed a crash when bombing outside the world size.[/p]
  • [p]Fixed buffer overflows when mining interactables.[/p]
  • [p]Fixed buffer overflows when building interactables.[/p]
  • [p]Fixed spectre knife crash if client disconnects while it exists.[/p]
  • [p]Fixed random crash when interacting with puzzle mirror.[/p]
  • [p]Fixed random crash when interacting with puzzle mirror shooter.[/p]
  • [p]Fixed random crash when interacting with chests.[/p]
  • [p]Fixed chests getting stuck If host interacted with an already opened chest.[/p]
  • [p]Fixed a crash with chests that were opened by a player while the game saved.[/p]
  • [p]Fixed dynamite trap crashing in multiplayer.[/p]
[p][/p][p]These changes should reduce crashes and make online sessions more reliable overall. Thank you again for helping us hunt down the weird stuff and please, keep the reports coming! With the improved in-game report tool and automated crash reports, we can now reproduce and fix multiplayer issues much faster.[/p][p][/p][p][/p][p]https://discord.gg/XxtswYvBJ5[/p][p][/p][p]Yours,[/p][p]The Tinkerlands Team[/p]

Devlog | February 2026

[p][/p][h3]Ahoy, Tinkerlanders! [/h3][p]February has been a busy one - especially after we posted our updated roadmap. The team’s been working hard, and now we’re ready to try something really important in the wild.[/p][p][/p][p]We’re launching an Experimental branch to test a major multiplayer upgrade. Multiplayer can look perfect in the lab and fall apart in real-world conditions, so we want to validate stability where it matters most.[/p][p][/p][p]And that's not all, the new Experimental branch also contains a new collision system that makes the world feel less cluttered, a new automatic crash report system and an overhauled ingame report tool. We've also updated our engine (GameMaker) to the latest available version, which should improve performance overall, but It's likely to introduce new bugs that we still need to find and fix.[/p][p][/p][h2]Experimental Branch[/h2][hr][/hr][p]As said, the new experimental branch includes a lot of changes that might or might not make the cut into the final game. This is our way to involve the community into early testing, and to help us decide which features are worth to be pushed to stable, or to be cut off.[/p][p][/p][p]We are particularly worried about the connection issues in the Asia region, so first of all we've created an experimental build that uses a newer steam networking protocol, that should work better accross the sea and hopefully reduce the issues that players from the Asia region are facing. If you've had issues with Tinkerlands multiplayer, we kindly ask you to give the experimental branch a go and share with us If It feels better, the same, or worse. We are a small team based in Spain so we don't have the means to test this out on Asia and get real feedback.[/p][p][/p][p]Apart from that, there's a new collision system that we'd love to hear your feedback. It's still a work in progress as there are zones in the game that weren't thought to be played with this freedom, but we'll be fixing them as they appear. There's a new automatic crash report that gives us much more info without the user needing to manually create a report and share files. Just hit "Send" and everything will be handled automatically.[/p][p]In order to test the experimental branch, you just need to:[/p]
  • [p]Right-click 'Tinkerlands' in your library.[/p]
  • [p]Click 'Properties'.[/p]
  • [p]Go to 'Game Versions & Betas'[/p]
  • [p]Select 'experimental'.[/p]
  • [p]Close the window[/p]
[p]The game then will be automatically updated to the experimental build.[/p][p][/p][p]⚠ WARNING: The experimental build is only meant for testing purposes, please expect crashes and other issues in this build. We recommend frequent backups of your files as they can be permanently lost.[/p][p][/p][h2]Now, the actual devlog![/h2][hr][/hr][h3]SYSTEM UPGRADES[/h3]
  • [p]New Steam Multiplayer Protocol — The big one. This is the foundation for better and more stable online play. While Tinkerlands is playable in multiplayer without major issues for most people, there's a few people that have low-speed or unstable connections and makes the game unplayable at times. This new multiplayer protocol should work much better in this regard, and hopefully will alliviate most of the issues players are experiencing.[/p][p]This is only part one of the multiplayer upgrades, as we are looking into integrating Epic Online Services as an alternative multiplayer playing method, which should reduce the friction for most players even further.[/p][p] [/p]
  • [p]Upgraded Report Tool — We've had the integrated report tool (by pressing F8 ingame) since the Early Access began. We've now upgraded it so It automatically sends us much more information about what's going on. This includes player and world files, a screenshot of the last moment before the report, the user configuration file (so we can check resolution, language and other misc stuff), the world seed, player's position, etc.[/p][p]This will make the reports you make much more useful to us, without the need of manually giving all that info.[/p][p][/p]
  • [p]New Crash Report Tool — An extension of the previously mentioned ingame report tool. Now when the game crashes, you'll get a message telling you some information about what happened. The next time you open the game, you'll get prompted by a message that asks you to send a report about the previous crash. If you click the "Send" button, all information regarding the crash will be automatically sent, including the same information as the ingame report tool.[/p][p]This makes reporting crashes and issues a breeze for the user, reducing it to just a single click. And at the same time, it gives us huge information to be able to fix the issues much more quickly.[/p][p][/p]
[h3]NEW OPTIONAL ISLAND: The Hive[/h3][p][/p][p]So, this one is for the people that thought that all that we are going to add in the next update is the things we mentioned in the roadmap — a new optional island is approaching, taking place after Coraline Fields and with a similar difficulty than Volcano island. The Hive is a place that is infested by different bugs, and will take everything from you to not get overwhelmed.[/p][p][/p][p]We didn't want to spoil too much things yet but we wanted to let you know that yes, we've increased the time between updates in the new roadmap, but updates are going to be bigger with more things that the major features shown in the roadmap.[/p][p][/p][h3]NEW CLASSES[/h3][p]We've talked about this for a while now, but never got into the details. And while we don't want to spoil it too much yet, here's some information about the new classes that will come to Tinkerlands in the next update.[/p][p][/p][p]Musician — Uses instruments as weapons. Instruments have different rhythms, BPM and stacks. Play the instrument correctly to increase the stack amount, increasing the instrument effects with each stack![/p][p][/p][p][/p][p]Summoner — Yeah we know, summons aren't new, but Summoner will now have complete gear sets, and accessories. And guess what? Reforging summon weapons now actually works. Technologia![/p][p][/p][p][/p][p]Thrower — Same as the Summoner, the Thrower class gets their own gear sets and accessories now. With a lot more variability in their weapons they can use almost anything thinkable and throw it at you.[/p][p][/p][h3]QUALITY OF LIFE[/h3]
  • [p]Collision System — We've heard your feedback, in particular your complaints about the player getting stuck with all the trees and clutter in the beginning area. While we still believe that the amount of interactables in the starting areas are a necessary evil, we've been reworking the collision system for the player.[/p][p]The new collision system is no longer grid-based for the player, and collision masks are adjusted manually for each sprite. This means that the player can move now more freely between objects, and will hopefully make the movement feel smoother.[/p][p][/p]
    [p]Old Movement (Grid-based)[/p]
    [p]New Movement (Mask-based)[/p]
    [p][/p]
    [p][/p]
    [p][/p]
  • [p]Multi-material ingredients — Another common suggestion was being able to use different types of wood to create torches. So we've expanded our crafting system to allow using multi-material ingredients in recipes. This allows using for example 'Any wood' as a recipe, giving the player the chance to use any kind of wood to create torches. [/p]
[p][/p][hr][/hr][p]And that’s it for February, fellas.
[/p][p]Thanks for sticking with us - and if you’re willing to help test multiplayer (and other features) on Experimental branch, you’re basically doing the heroic work of saving other players from future disconnect pain![/p][p][/p][p]And as always, our Discord is the best place to share feedback, find co-op partners, and get the latest dev updates![/p][p][/p][p][/p][p]The Tinkerlands Team[/p]

Tinkerlands v0.3.1.0

[p][/p][p]Hello everybody! [/p][p][/p][p]It took some time, but here's the first post-stable release update. We are currently focused on fixing all the issues that come up, and this update takes care of a big chunk of them. We have also been working on an interesting quality of life change that we will talk more about in the upcoming devlog, along with a new protocol for multiplayer that hopefully should work better than the one we currently have. As said, we'll discuss more about this in the upcoming devlog, along with an experimental branch so you can test the new changes.[/p][p][/p][p]This update also includes a few changes and balance. Death Mask was a cool addition, but we've heard the complains that it might be a bit overtuned, so we are adding a penalty to it so it can still be used, but with more care. We've also started to revisit player mounts, in order to make them a bit more useful and unique between each other. For now, we've only tinkered with the Winter Wolf mount, which now allows the player to traverse Tundra without being damaged. We'll expand upon them in the future. [/p][p][/p][p]There's also a big one in this update: we've rolled back to the previous lighting system. While the new system allowed us to do a few fancy things, the performance ended up being worse than the original one. And even though that would be a good enough reason to change it, there's also a few memory leaks and issues related to the lighting system, so at least for now our only choice is to go back to the previous system while we see how viable is to fix the latter. While the visual hit should be negligible, bear in mind that we always try to make Tinkerlands look as best as we can.[/p][p][/p][p]And that should be all, as always thank you so much for the support! While we've started working on the next major update, we'll keep working on v0.3.x.x as long as issues keep appearing.[/p][p][/p][h2]Tinkerlands v0.3.1.0[/h2][hr][/hr][p]CHANGES[/p][p]- Switched back to previous lighting system.[/p][p]- Performance upgrades.[/p][p]- Reduced the size of a few Jungle structures.[/p][p]- Updates a pressure button in a Jungle structure that didn't match.[/p][p]- Mine trap can now be activated via cables.[/p][p]- Vases (01, 02, 03 and 12 variants) can no longer be broken with weapons.[/p][p]- Carved Stone from structure #934 from Day biome is now located under a roof.[/p][p]- Characters can now be equipped with the same item in both vanity and normal slots at the same time.[/p][p]- NPCs will not target critters anymore.[/p][p]- NPCs will not target traps anymore.[/p][p]- NPCs will not target Baba Yaga's house anymore.[/p][p][/p][p]BALANCE[/p][p]- now sets defense to zero.[/p][p]- set defense increased from 140 to 150.[/p][p]- set defense decreased from 160 to 150.[/p][p]- Reduced the amount of structures that reward in underground.[/p][p]- Players now start at full HP after navigating.[/p][p]- Players now start at full Energy after navigating.[/p][p]- mount can now be used to navigate without being damaged.[/p][p][/p][p]BUGFIXES[/p][p]- Fixed a bug that would crash the game when renaming a character.[/p][p]- Fixed a memory leak in that would cause the game to stutter and slow down.[/p][p]- Fixed a memory leak in that would cause the game to stutter and slow down.[/p][p]- Fixed a bug where accessories with different affixes couldn't be swapped.[/p][p]- Fixed a bug that would crash the game after defeating with reeeeally low fps.[/p][p]- Fixed a bug where buffs wouldn't apply to weapons.[/p][p]- Fixed a bug where buffs wouldn't apply to and staves.[/p][p]- Fixed a bug where weapons wouldn't trigger effect.[/p][p]- Fixed a bug where and staves wouldn't trigger effect.[/p][p]- Fixed a bug where crops progress were going negative.[/p][p]- Fixed a bug where the game's tracker was being reset after travelling to a new island.[/p][p]- Fixed a bug where the DPad couldn't be used in menus while using a gamepad.[/p][p]- now cures character to max HP, taking into account accessories and buffs.[/p][p]- NPCs will no longer attack enemies located in a different region.[/p][p]- Fixed a bug where the texts in the navigation menu wouldn't scale properly in certain resolutions.[/p][p]- pool now provides the expected turtle items.[/p][p]- is now properly animated.[/p][p]- gore sprites are now properly set.[/p][p]- gore sprites are now properly set.[/p][p]- no longer shows 'happy' portrait on 'Good, pretty, cheap" dialogue in English.[/p][p]- now provides additive move speed bonus.[/p][p]- now provides additive move speed bonus.[/p][p]- english name updated.[/p][p]- english name updated.[/p][p]- spanish name updated.[/p][p]- spanish name updated.[/p][p]- english description updated.[/p][p]- Decreased the likelyhood (hopefully to zero) of Jungle generation getting stuck.[/p][p]- \[MP] Fixed a bug where wouldn't work for clients.[/p][p]- \[MP] Cable interaction is now local, avoiding extra triggers per player.[/p][p]- \[MP] Mount's step vfx is no longer visible If they are in a different region.[/p][p]- \[MP] Explosions no longer trigger extra times per player.[/p][p]- \[MP] Fixed a random crash when interacting with a lever.[/p][p][/p][p]
[/p][p]https://discord.gg/ES2UvUrtdR[/p]

Tinkerlands' Roadmap for 2026

[p][/p][p]Hello there, adventurers! We have some news to share.[/p][p][/p][h2]Intro[/h2][hr][/hr][p]So far we've had two major updates that were developed each in a couple months without delays, excusing the 1 day delay recurring joke (we just don't think It's a good idea to release on Fridays). These updates contained a lot of new additions: full content islands, modding, rune system, pets, PVP, NPC friendship, mounts, weather, roof system, etc. We are now nearly the point of doubling the content we had on release, just 6 months after the early access was launched. [/p][p][/p][p]But while we love what we do from the bottom of our hearts, this pace is taking a toll on the team. We are just a small team, with a lot of passion that wants to do a lot of things, but It's time to slowdown a little, so we can keep delivering content up to the quality that we are happy with.[/p][p][/p][p]The current 3 month(ish) development schedule for each update just isn't enough. While we've been hitting the deadlines, after releasing an update there's an extra month (at least) that we can't work on the next update at full steam because we are still fixing issues, addressing community's feedback from the latest update and updating the modding tools. With this in mind, we've prepared the new Tinkerlands Roadmap 2026-2027, which includes quite a few changes in both content and schedule.[/p][p][/p][p][/p][p][/p][h2]v0.4 | 'Seas of Fortune' | Summer–Fall 2026[/h2][hr][/hr][p]First of all, we've merged the (previously) v0.4 and v0.5 updates, and pushed the Endless Tower to v1.0. The reasoning behind this is that the Endless Tower is meant to be post-game content so it makes sense that we push it until we have the actual ending of the game. At the same time, it makes sense to move the shipbuilding and sailing reworks earlier, since this is a quite unique feature we want to have the community feedback on and address any possible concerns or issues before we hit v1.0.[/p][p][/p][p]The new v0.4 update, now called 'Seas of Fortune' is now scheduled for Summer/Fall 2026. This extra time gives us some headroom for developing it without burning out, and also allows us to be a bit more ambitious with the content and systems. Having extra time also allows us to revisit previous systems like the Codex, which has been asking for a rework for a long time by now.[/p][p][/p][p]With all that said, let's take a look at the 'Seas of Fortune' content: [/p][p][/p][h3]Shipbuilding & Sailing[/h3][p][/p][p]This is going to be a big one. In 'Seas of Fortune' players will be able to build their own ships piece by piece, and use it to navigate to other islands while avoiding obstacles, defending against enemies and other events. [/p][p][/p][h3]Contracts[/h3][p][/p][p]Players will be able to visit the new Pirate Island and accept different kind of contracts that they can go and complete to get a special kind of currency as rewards. These contracts could be anything, from gathering resources or defeating enemies to finding a hidden treasure by using a treasure map.[/p][p][/p][p]What's the currency for you say? Well that takes us to the next point.[/p][p][/p][h3]Pirate Outpost[/h3][p][/p][p]The new Pirate island will have a few pirate outposts where you'll be able to spend your rewards from the Contracts you complete for some goodies, upgrades and more![/p][p][/p][h3]Codex Rework[/h3][p][/p][p]We are still on the designing phase for this feature, but we've been wanting to fully rework the Codex for a long time now. It's tight and hard to navigate and doesn't contain all the info that we wanted to include due to the lack of space. We'll hopefully have more news to share soon about it.[/p][p][/p][h3]And there's much more to come:[/h3]
  • [p]New Classes[/p]
  • [p]New Systems[/p]
  • [p]QOL improvements[/p]
  • [p]Multiplayer Improvements[/p]
[p]There's a lot more stuff that we are going to include in this update but are not ready to share yet. We'll share more about it in our next devlogs. Stay tuned especially for the new Musician class, it's also quite unique![/p][p][/p][h2]v1.0 | 'Beyond the Horizon' | Early 2027[/h2][hr][/hr][p]This will be the end of the Early Access and will include the ending (but not the end) of Tinkerlands. Since we deleted the intermediate v0.5 update we've moved the Endless Tower to this update.

Let's see what 'Beyond the Horizon' includes:[/p][p][/p][h3]Endless Tower[/h3][p]The Endless Tower will be a new place included in the 'Beyond the Horizon' update where the player will be able to climb procedurally generated floors gathering equipment, materials and new items while defeating enemies and bosses.[/p][p][/p][p]The Endless Tower is a post-game content, this means that it's meant to be a fun activity to do after completing the game and that it's not directly tied to the game's progression.[/p][p][/p][p]We are still working on the concept since we have a few different ideas that sound viable (you only know how viable they are when you test them out) so we can't dive too much into the details right now, but stay tuned for future updates![/p][p][/p][h3]Miasma Island[/h3][p][/p][p]Miasma Island will be the last progression island. Again we don't want to enter into spoiling territory, but the island will have It's own unique mechanics and theme just like the previous progression islands.[/p][p][/p][h3]Cursed Islands[/h3][p]After defeating the evil that lurks below Miasma Island corruption spreads to other islands, transforming them with new structures, items, enemies and new bosses. We won't spoil it, but you might want to take a second look to islands that you have already visited![/p][p][/p][h3]And much more:[/h3]
  • [p]Final Boss[/p]
  • [p]Expanded NPC Content[/p]
  • [p]New Systems[/p]
  • [p]Steam Workshop Modding[/p]
  • [p]Multiplayer Improvements[/p]
[p]Once again, there's a lot more stuff that we plan to include in this update (we haven't even talked about the final boss encounter). We've heard the community feedback and plan to expand our NPCs to be more likable (more about this really soon!).[/p][p][/p][p]We also don't forget about modders! While we are still in the beta-phase for modding, the v1.0 release will include support for mods from the Steam Workshop.[/p][h2]
Other Features[/h2][hr][/hr][p]I'd like to say a few words about other features that worry the community, and while they are probably not worth of a feature in the roadmap, we really care about them and are continuously working on them.

We are aware that players from the Asian region are more likely to have issues while playing multiplayer. There's sadly not much that we can do with the system we currently use (Steamworks Networking), since the issues happen outside Tinkerlands. But we are actively working to improve it:

Right now we have the options to play through Steam or via TCP-IP connection and we are currently working on a few things to improve the multiplayer experience. First of all, we are currently working on implemented a new protocol, still based on Steamworks Networking but that might improve the connection stability in the Asian regions. We'll soon share more about this and will publish an experimental branch so the community can test it and share their feedback about it. We are also working on adding a third option to play multiplayer through Epic Online Services which from the few tests we've already done, seems a lot more stable and could potentially fix the issues players from the Asian region are facing. Just know that we are working on it and that we don't forget about you. [/p][p][/p][p]Another thing that I want to talk about is QoL (Quality of Life) features. We are constantly checking the Discord community and forums for suggestions and feedback about QoL, and we are working on implementing them along with the updates. We have quite a few changes on our backlog, so please keep them coming. As an example, many times we've received the suggestion to make some recipes work with multiple different ingredients, so we've implemented a system to use a group of items as an ingredient. [/p][p][/p][p]This will allow crafting coal, torches and other similar items using any kind of wood, and we are looking to integrate this system with other recipes where it could make sense.[/p][p][/p][h2]That's all for now![/h2][hr][/hr][p]And that should be all for now, we sincerely hope that you understand that we cannot keep the pace we currently have with the updates, and that having more time to work on each update will help us making them beefier and better. [/p][p][/p][p]Thank you for being there with us during this journey, and thank you If you made it this far into the post. It was a really long read! So long that you can actually use the TLDR code inside the game to get a few goodies.[/p][p][/p][p][/p][p]https://discord.gg/XxtswYvBJ5[/p][p][/p][p]Can't wait on what's coming next,[/p][p]The Tinkerlands Team[/p]

"Towns & Dwellers" update is now available!

[p][/p][h3]Heya, Tinkerlanders! [/h3][p]It's been quite some time since we released the 'Towns & Dwellers' update on the unstable branch, and after a few patches and 100+ fixes and changes, we are ready to move it to the stable branch. However, we will always recommend making frequent backups — Tinkerlands is still in Early Access with so many changes happening quickly, so the chance that we introduce new bugs is never zero. [/p][p][/p][h2]New Trailer - the last two updates at a glance[/h2][hr][/hr][p]We’ve prepared a short, punchy trailer that showcases features from the last two major updates. Give it a look![/p][previewyoutube][/previewyoutube][h2]A quick refresher: what’s inside “Towns & Dwellers”[/h2][hr][/hr][h3]Day & Night Islands - a fresh journey[/h3][p]Two new islands with their own progression, challenges, and story threads. Day Island brings a lush region with the Dryad settlement and the towering Great Tree Dungeon. [/p][p] [/p][p]Night Island is darker, riskier, and full of secrets that reward careful preparation.[/p][p] [/p][p]There’s also a new language to learn - find dictionaries, talk to locals, unlock quests, and earn recipes and rewards as you dive into the culture.[/p][p][/p][p] [/p][h3]NPCs & Town Life - your community grows[/h3][p]Build Friendship (Amity) with NPCs through gifts and get unique perks. NPCs can now fight back and, if they fall, they’ll return after a short cooldown. Several characters also received subtle visual updates to better match their roles.[/p][p][/p][p][/p][h3]New systems - build, ride, enchant[/h3]
  • [p]Mounts: travel faster across long distances.[/p]
[p][/p]
  • [p]Enchantments: slot Runes into gear and upgrade them with Rune Shards to shape your playstyle.[/p]
[p][/p]
  • [p]Weather: special patterns (like golden skies) that can affect gameplay.[/p]
[p][/p]
  • [p]Roofs & Lighting: interiors are hidden until you step in; improved lighting makes bases cozier and dungeons moodier. [/p]
[p][/p][p][/p][h3]Navigation & Saves - clearer exploration[/h3][p][/p]
  • [p]Maps: permanently uncover world-map cells and reveal areas on your terms.[/p]
  • [p]Compass tweak: now clears a single cell, not the whole map.[/p]
  • [p]New save format: more robust and future-proof for ongoing world changes.[/p][p] [/p]
[h2]What’s next[/h2][hr][/hr][p]We’re already working on the next update. We’ll keep the details secret for now, but we’ll start sharing more in upcoming devlogs. In the meantime, keep sending feedback - it truly shapes the future of Tinkerlands![/p][p][/p][p]See you on the islands, and thank you for helping us bring this update across the finish line![/p][p]— The Tinkerlands Team[/p]