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Tinkerlands v0.3.0.0

[p][/p][h2]NEW[/h2][p]- Added 301 new items.[/p][p]- Added 230 new interactables.[/p][p]- Added Day Island.[/p][p]- Added Night Island.[/p][p]- Added Enchantment system.[/p][p]- Added a new NPC: The Enchantress.[/p][p]- Added 20+ unique Runes.[/p][p]- Added Roof system.[/p][p]- Added Mounts.[/p][p]- Added Weather system.[/p][p]- Added NPC portraits.[/p][p]- Added NPC friendship system.[/p][p]- Added 'Transmutation Cube'.[/p][p]- Added corrupted text support.[/p][p]- Added dictionary support to un-corrupt corrupted text.[/p][p]- New savefile system that uses a single file instead of multiple files. This should reduce the conflicts with Steam cloud and make it more robust in general. [/p][p]- Added 'Rookie Fishing Rod'.[/p][p]- Added unique rewards for reaching max amity with each NPC.[/p][p]- Added 16 new combinations with already existing accesories.[/p][p]- Added 'NPC has died' message when a NPC dies.[/p][p]- Added NPC Gifting.[/p][p]- Added new fish.[/p][p]- Added maps for all mandatory islands.[/p][p]- Added maps for some optional islands.[/p][p]- Added 'Mystic Island'.[/p][p]- Added tops that act as light sources.[/p][p]- Added window tops.[/p][p]- Added new traps to the game.[/p][p]- Added new traps to the Electrician shop.[/p][p]- Added a new slot in the player's equipment for Hooks.[/p][p]- Added a new slot in the player's equipment for Mounts.[/p][p]- Added secret tiles that can be dig with a shovel to obtain secret items.[/p][p][/p][h2]CHANGES[/h2][p]- Updated navigation system, which now uses maps for individual cells.[/p][p]- Compass no longer rerolls the whole navigation map, but a single cell.[/p][p]- Removed 'Developer Note #2' drop.[/p][p]- Added 'Developer Note #3' drop.[/p][p]- Updated some mob statues placeholders that were left behind.[/p][p]- Updated 'Grasslands Theme' song.[/p][p]- Updated 'Main Menu' song.[/p][p]- Updated some GUI icons.[/p][p]- Re-designed gamepad integration for a smoother experience.[/p][p]- Re-designed most enemy banners visually.[/p][p]- Re-designed several NPC sprites.[/p][p]- Re-designed several interactable sprites.[/p][p]- Re-designed several item icons.[/p][p]- Added descriptions to some buffs that were missing them.[/p][p]- Pumpkin floor can now be picked up with a shovel.[/p][p]- Updated teleport offsets.[/p][p]- Improved teleport VFX.[/p][p]- Updated some items sound effects.[/p][p]- Revisited most of the NPC dialogues to make them feel more natural.[/p][p]- Added new dialogues to most NPCs.[/p][p]- Each NPC now has different items that they love and hate, for gifting purposes.[/p][p]- Updated NPC dialogue GUI to be bigger and include the NPC's portrait.[/p][p]- NPC clothes are now obtainable.[/p][p]- Added 'Mana Sickness' when stealing MP.[/p][p]- Tops now have descriptions to let players now that they can be placed.[/p][p]- Added a touch of bloom to certain biomes of the game.[/p][p]- Added new guides to the 'Where to go next?' quest.[/p][p][/p][h2]BALANCE[/h2][p]- NPCs can now die.[/p][p]- NPCs can now fight with nearby enemies.[/p][p]- Each NPC now use their own weapons to defend themselves.[/p][p]- NPCs now get more damage and HP throughout the game.[/p][p]- Reworked game's economy.[/p][p]- Reworked combat balance.[/p][p][/p][h2]BUGFIXES[/h2][p]- Fixed Jungle's dungeon entrance appearing inside the walls.[/p][p]- Fixed some enemies death particles.[/p][p]- Fixed some pressure plate sprite offsets.[/p][p]- Fixed NPCs not showing their hands correctly.[/p][p]- Fixed several weapon descriptions not being accurate.[/p][p]- Fixed different localization entries.[/p][p]- Fixed enemies fireballs always doing crit damage to clients.[/p][p]- Fixed ghosts from Ghostlands not having gore particles.[/p][p]- Fixed goblins from Goblin Island not having gore particles.[/p][p]- Fixed NPC clothing not syncing properly in multiplayer.[/p][p]- Fixed visual glitches with mist in the Swamp.[/p][p]- Fixed fishing rods not being affected by the sounds volume.[/p][p]- Fixed some enemy attacks being able to hit between different regions.[/p][p]- Fixed a crash that would occur when hiting a segmented enemy with certain weapons.[/p][p]- Fixed the rotation algorithm of segmented enemies.[/p][p]- Fixed the 'C' button not working properly sometimes to open the crafting menu.[/p][p]- Fixed some teleport platforms not working properly.[/p][p]- Fixed recursive cables not working properly sometimes.[/p][p]- Fixed a bug that could make an item disappear in the GUI under certain conditions.[/p][p]- Fixed a bug that would prevent certain islands from appearing even with the conditions met.[/p][p]- Fixed minecarts not being affected by the sounds volume.[/p][p]- Fixed weapons attack speed not being properly calculated.[/p][p]- Fixed entities item use speed not being properly calculated.[/p][p]- Fixed some projectiles with tracking not working properly in PVP.[/p][p]- Fixed a bug with walls where tilesets weren't properly applied.[/p][p]- Fixed some z-sorting problems with some interactables.[/p][p]- Fixed some structures with overlapping interactables.[/p][p]- Fixed a bug where islands wouldn't be correctly deleted.[/p][p]- Fixed a bug where enemies wouldn't spawn properly.[/p][p]- Fixed different crashes when travelling to different islands.[/p][p]- Fixed 'Low Specs' mode not rendering properly under certain conditions.[/p][p]- Fixed some Codex entries that were incorrect, or not working properly.[/p][p]- Fixed some NPCs displaying "Default" as their dialogue message.[/p][p]- Fixed a bug where enemies wouldn't spawn If the host is in the Town biome.[/p][p]- Fixed tops not being destroyed when the underlying object was destroyed.[/p][p]- Fixed some accesories crashing the game when activated under certain circumstances.[/p][p]- Fixed some crashes related to NPCs using certain items.[/p][p]- Fixed a crash when creating a new player after being playing the game before.[/p][p]- Fixed a bug where the screen wouldn't update after switching resolutions.[/p][p]- Fixed a bug where item's description would disappear after using the item.[/p][p]- Doors are now taken into account when pathfinding.[/p][p]- Removed arrow splash vfx from projectiles that are not arrows.[/p][p]- Reworked some enemy projectiles.[/p]

“Towns & Dwellers” Update (v0.3.0.0) — Now Live on the Unstable Branch!

[p][/p][h3]Ahoy, Tinkerlanders![/h3][p]The wait is over, v0.3.0.0 'Towns & Dwellers' update is ready to be played… on the unstable branch! [/p][p][/p][p]Bear in mind that even when we've tried our best to catch and fix all issues, the QA we can do as a small team is nothing compared to thousands of players. That's the whole point of releasing the unstable branch before moving it to stable, so we can do a larger scale test to be sure that everything works as expected.[/p][p][/p][p]While the game is in the unstable branch, we'll be doing daily patches to fix any issues that might arise. And while we try to keep up with all the bug reports that you send us, please forward all of them to either the Discord community, or the Bug Reports section in the Steam forums so we don't miss it.[/p][p] [/p][p]The build should be stable enough to play (to the point that we didn't have any issues during our test playthroughs) — We’ve fixed every problem we’ve been able to find so far, but be aware that playing in the unstable branch might be a bumpy ride. [/p][p][/p][p][/p][h2]How to Join the Unstable Branch[/h2][hr][/hr][p]If you’re happy to give it a try, here’s how to hop in:[/p]
  • [p]Right click Tinkerlands in your Steam library. [/p]
  • [p]Click Properties. [/p]
  • [p]Go to the Betas tab. [/p]
  • [p]Select unstable from the dropdown list. [/p]
[p]Steam will then automatically update Tinkerlands to the unstable version.[/p][p][/p][p]Important: We strongly recommend backing up your save files before playing on unstable. You can find them here: AppData/Local/Tinkerlands[/p][p][/p][p]Now let’s make a one-stop recap of everything that just landed: what’s new, what changed under the hood, and how it all fits together![/p][p][/p][p][/p][h2]Day & Night Islands – A New Journey[/h2][hr][/hr][p]Time to pack your bags – Day Island and Night Island are open for business (and trouble). These aren’t just “two more maps”, they’re whole new chunks of progression, systems and story hooks. [/p][p][/p][p]Day Island – Explore a lush new region with its own dangers, quests and mysteries.[/p][p][/p][p][/p][p]There you can find the Dryad settlement. Talk to the locals, snoop around their homes, take on quests, and slowly piece together how life works out here.[/p][p][/p][p][/p][p]The Great Tree Dungeon – A massive tree rising from Day Island that you can actually enter. Expect branching paths (literally), side rooms, loot pockets, and enough danger to make victory feel earned. [/p][p][/p][p][/p][p]A new language to learn – Day & Night folk speak their own tongue. Find dictionaries, learn the language, and unlock quests that reward recipes and other goodies. Progress here feels less like “checking nodes” and more like moving into someone else’s culture.[/p][p][/p][p]Night Island – Darker, moodier, and a full of secrets. Enemies hit harder, routes are riskier, and preparation actually matters now. [/p][p][/p][p][/p][p]New devices – While exploring, you may stumble upon a mysterious machine used to transform items. Experiment a bit and you might find your new favorite tool for gearing up on the islands. [/p][p]In short: if you like exploration, lore, and carefully built dungeons, this is your update.[/p][p][/p][p][/p][h2]NPCs & Town Life – More Than Background Decoration[/h2][hr][/hr][p]We’ve spent a good chunk of this cycle on making your town and its inhabitants feel less like props and more like an actual community.[/p][p][/p][p][/p][p]Friendship System & Gifts – You can now build Amity with several NPCs. Give them presents, figure out what they actually like, and enjoy special rewards or perks when you hit higher friendship levels. (Yes, guessing wrong is part of the fun.)[/p][p][/p][p][/p][p]NPC Combat & Death – NPCs will now defend themselves and help you fight nearby threats. The downside? If they die, they’re out for a while. You’ll see a countdown below their name until they respawn, so try not to drag them into every lost cause.[/p][p][/p][p][/p][p]Visual glow-up – Some NPCs got subtle visual updates to better match their roles and personalities. Nothing game-breaking, but just enough for you to occasionally think “wait, you always looked that cool?” [/p][p] [/p][p][/p][h2]New Systems – Build, Ride, Zap, Enchant[/h2][hr][/hr][p]Alongside new locations and NPC behaviors, v0.3.0.0 ships a whole toolbox of systems that change how you move, build and fight. [/p][p][/p][h3]Mounts[/h3][p]No more crossing huge regions on foot if you don’t want to. Hop on your mount and cover long distances much faster. Great for checking remote places, visiting NPCs, or doing a quick “I forgot something in that chest 5 miles away” run. [/p][p][/p][h3]Enchantment System[/h3][p]Welcome to the build-crafting playground.[/p][p][/p][p]Runes – Slot these into your weapons and tools to gain unique effects. [/p][p]Rune Shards – Use them to upgrade your favorite runes and push a specific playstyle further. Whether you’re min-maxing for a specific dungeon, or just want a pickaxe that feels oddly overpowered, Enchantments are here for you.[/p][p] [/p][h3]Weather System[/h3][p][/p][p]Clear skies are nice, but now you’ll also get other special weather patterns across the islands. They don’t just look pretty – some have gameplay effects. For example, a golden sky can improve your luck and increase the chance of finding rare items.[/p][p][/p][h3]Roof & Lighting Systems[/h3][p][/p][p]Roofs now hide what’s inside until you’re in the right spot, making exploration feel more tactile: step in, reveal the space, enjoy the “aha!” moment. A new lighting system and top lighting make interiors and night-time exploration feel more atmospheric and readable.[/p][p] [/p][p]All of this together makes bases feel cozier, dungeons moodier, and screenshots much more screenshot-button-worthy.[/p][p][/p][p][/p][h2]Navigation & Saves – Getting Lost, But on Purpose[/h2][hr][/hr][p]This update also brings a rework of how you uncover and navigate the world. [/p][p][/p]
  • [p]Map items – Use maps to permanently uncover cells on the world map. Progress now feels more deliberate and less “oops, I accidentally revealed half the world”. [/p]
  • [p]Random maps – Still exist for quick reveals when you just want to see “what’s around here”.[/p]
  • [p]Compass tweaks – The compass now erases a single cell instead of wiping the whole map. No more accidental “I pressed a button and everything disappeared” moments. [/p]
  • [p]Save system upgrade – Under the hood, the navigation changes are tied into a new save format. It’s more robust and future-proof, which helps us keep iterating on navigation and world structure without nuking your progress. [/p]
[p]You get more control over how much you see and when, and we get a saner base to build the future of Tinkerlands on. Win–win.[/p][p][/p][p][/p][h2]Small But Mighty: Extra Toys[/h2][hr][/hr][p] [/p]
  • [p]Mushroom Growers – Place one, come back the next day, and harvest a random mushroom. You can obtain it from the Witch after reaching max Amity – a neat little reward for players who invest in their relationships. [/p]
  • [p]Much more – Did we say that you get the Mushroom Growers for reaching max Amity with the Witch? Well, there's quite a lot more NPCs with their unique rewards... [/p]
[p][/p][p][/p][h2]What’s Next? [/h2][hr][/hr][p]For now, we’d love you to just dive into v0.3.0.0 (unstable): explore Day & Night Islands, test your builds with Enchantments, befriend (and occasionally accidentally kill) NPCs, and see how the new systems change your usual routes and routines.[/p][p][/p][p]As always, your feedback is what shapes the future of Tinkerlands. If something feels off, broken, or just strangely fun, let us know here or in our Discord! [/p][p][/p][p][/p][p]Always ready for hotfixes,[/p][p]The Tinkerlands Team[/p]

Vote Tinkerlands for "Better with frends" in the Steam Awards!

[h3]Heya Tinkerlanders![/h3][hr][/hr][p]It’s been an exciting week for us - after sharing the news about reaching the finals in the GameMaker Awards, we have another announcement to celebrate![/p][p]The annual Steam Awards are back this December, and nominations are now officially open! Until December 1st, players can support their favorite games across 11 categories — and we’d be incredibly grateful if you considered nominating Tinkerlands for the "Better with friends" category![/p][p][/p][p]👉 Choose your favorites here: Steam Awards Voting Link[/p][p][/p][p]You can submit your nomination until December 1st at 10AM Pacific. By nominating games, you’ll also earn a 2025 Steam Awards Nomination Badge and level it up by:[/p]
  • [p]Nominating in all 11 categories[/p]
  • [p]Playing a game you’ve nominated[/p]
  • [p]Reviewing or updating your review for a nominated game[/p]
[p]Every nomination helps boost visibility, and we appreciate each and every one of you who takes a moment to support us![/p][p][/p][p]Voting for finalists begins on December 18th - shaped entirely by your nominations. [/p][p][/p][p]Thank you so much![/p]

Vote Tinkerlands for Most Anticipated Game in the GameMaker Awards 2025!

[p][/p][h3]Heya Tinkerlanders! [/h3][p]We have some amazing news to share! Tinkerlands has officially reached the finals of the GameMaker Awards 2025, and we couldn’t be more thrilled. Now the final step lies ahead, and it’s entirely in the hands of the community![/p][p][/p][h3]Vote for Tinkerlands - Most Anticipated Game 2025[/h3][hr][/hr][p]Public voting is now open, and we’d be honored to have your support. You can vote for Tinkerlands in the Most Anticipated Game 2025 category until December 9th. The process is quick and takes less than a minute, but it can make a huge difference.[/p][p][/p][p]👉 Cast your vote here: GameMaker Awards Voting[/p][p][/p][h3]Why This Means So Much[/h3][hr][/hr][p]Reaching the finals already feels like a victory. We asked for you to nominate us for the awards and you guys delivered, which means the world to us. Seeing Tinkerlands recognized among so many incredible upcoming titles is a moment we’ll cherish, and it motivates us even more as we continue building the world you’ll soon explore! [/p][p][/p][p]No matter the results, we’re deeply grateful to everyone who chooses to support us. Your vote helps shine an even brighter light on our tiny magical islands![/p][p][/p][p]Full of excitement and gratitude,[/p][p]The Tinkerlands Team[/p][p][/p]

Devlog | November 2025

[p][/p][h3]Ahoy, Tinkerlanders![/h3][p]The end of November is sneaking up, and many of you have been asking: what’s going on with the next major update, and when is it coming?[/p][p][/p][p]We are sorry to share that we've failed you, the original plan for the v0.3.0.0 update was to be released on Nov 30th, as planned in our roadmap. But we are very sorry to say that we didn't have enough time and that we have to push it to Dec 1st. [/p][p][/p][p]We know, we know, we are the worst developers ever. But we really hope that we can buy get your love back with the code DELAYEDIKNEWIT that you can use ingame.[/p][p][/p][p]Now that we got that out of the way, let's talk about the future:[/p][p][/p][h2]December 1st — Unstable branch preview [/h2][hr][/hr][p]On December 1st, we’re rolling out the new update on the unstable branch. The v0.3.0.0 update is not a small one, It includes a lot of new features and there's a couple old system major reworks that we really need to be sure that they are solid before pushing it to stable, in particular, the new save system.[/p][p][/p][p]While we've done extensive testing of all the new features and we are sure that It's very solid, but the testing we can do as a small team isn't comparable to thousands of players so there are always edge cases that we might've missed. But don't fear testing the unstable branch, the first time you load your savefile, a copy of the old files will be created automatically so you can revert back to the previous stable version without losing your progress.[/p][p][/p][p]And just like the previous time, we'll be doing daily patches fixing all the reported bugs. [/p][p][/p][h2]v0.3.0.0 — A tiny sneak peek[/h2][hr][/hr][p]We don't want to spoil things too much, so we'll make it very brief this time. Here's a couple sneak peeks of the upcoming content.[/p][p][/p][p][/p][p]The new Dryad town in Day Island, be sure to talk to the locals![/p][p][/p][p][/p][p]A new device that you might find in the Day & Night islands.[/p][p][/p][h2]Removed Features — Some bad news[/h2][hr][/hr][p]As you will see at the bottom of this post, there's an updated Roadmap. While the reasons for the update are explained below (TL;DR It's mostly the same, just a bit better distributed and slightly delayed the 1.0 release) you'll also find that we have removed a couple of planned features from the v0.3.0.0 update: Tasks/Automation and Invasions/Upgrade System. We didn't take the removal of these features lightly, you might remember from our previous devlog that NPC tasks/automation was partially implemented (the farmer would attend crops and replant seeds) but after further testing we found out that this is not something that would fit Tinkerlands. Tinkerlands' main pillars are exploration, combat and base-building.[/p][p][/p][p]The invasions and upgrade system was meant for players to gather resources to upgrade their town, allowing more NPCs to join it (there was going to be a NPC cap) and making it sturdier to defend against enemy invasions. This made us realize that the management part of this feature was taking a big chunk of the player's attention, and felt more like padding than actual content.[/p][p][/p][p]On the other hand, the tasks & automation system allowed the player to ask NPCs to gather certain resources. With this system we realized that either the player didn't have a reason to go out and gather resources; or It made the tasks/automation absolutely irrelevant to the gameplay as they provided very limited resources.[/p][p][/p][p]In the end, we realised that these features make sense in a game that has town-management as one of their main pillars, but that's not our case. [/p][p][/p][p]Despite this, we've extended NPCs functionality with new features: Friendship system, NPC can now defend from enemies and can actually die. And we'll keep looking into ways to improve our NPCs and Town in future updates (We have a minigame planned with NPCs, that's going to be really cool!).
[/p][h2]Roadmap — A few words about it[/h2][hr][/hr][p]We created the roadmap a few days after releasing the Early Access version of Tinkerlands. We were full of dreams about what we wanted to do, and we've been as loyal as we could to that original roadmap. So far we've added much more than what was originally planned, with the exception of the two features that were removed (explained above).[/p][p][/p][p]But Early Access doesn't only mean that the game is incomplete, It also means that we can work and learn from the community to better shape the game. That's why we are going to, just slightly, update the roadmap.[/p][p][/p][p]Instead of doing a final update with the navigation rework, we are going to move that to It's own milestone at v0.5.0.0. This will allow us to focus entirely on the navigation rework, and any extra time that we could have will be spent on extra features (just like we've been doing all this time).[/p][p][/p][p]And now, the v1.0.0.0 update contains the 'End of the journey' content. What does that mean? That's the cool part, you don't get to know![/p][p][/p][h2]Roadmap — The updated one[/h2][hr][/hr][p][/p][hr][/hr][p]Thank you once again for everything,[/p][p][/p][p]See you on the islands… and on the shores of our Discord![/p][p][/p][p][/p][p]Crashed, but still alive, The Tinkerlands Team[/p]