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Tinkerlands: A Shipwrecked Adventure News

Patch Notes - v.1.0.3





- Added achievement icons to savefiles in the file selection menu.




- Enemies can no longer be hit through walls.
- Increased and speeds.
- Updated localization entries.




- Fixed a bug that would semi-lock the camera after a cutscene.
- You can no longer trash items until the tutorial is completed.
- Containers will now be automatically closed after entering or exiting the caves.
- Enemies can no longer open doors.
- SteamDeck should now be able to use keyboard+mouse layout.
- Players cannot walk outside the island boundaries anymore.
- Summoning a boss while on a minecart no longer soft-locks the game.
- - High quality HP and MP potions can now be properly used with key shortcuts.
- Fixed a bug that caused a memory leak in the main menu.


Q&A: Your questions answered!



[h2]Hey Tinkerlanders!šŸŒ“[/h2]

We canā€™t thank you enough for your continued support and interest in our tiny game šŸ„° We've heard all your questions loud and clear! In this article, we've gathered the most common inquiries and provided detailed answers straight from our development team. Let's delve into the info you've been waiting for!





[h3]1. When is the Early Access version going to be released? [/h3]

We plan the Early Access version on Q1-Q2 2025, but weā€™ll also release a demo with some new mechanics in October 2024. Make sure to wishlist the main game and join our Discord to stay tuned!

https://store.steampowered.com/app/2617700/Tinkerlands/


[h3]2. Do you plan to add multiplayer mode? How many concurrent players can play it? Will there be some sort of map sharing for multiplayer?[/h3]

Yes. Co-Op multiplayer is planned for the Early Access version. We also donā€™t have plans to limit the amount of players that can play at the same time.

Map sharing is definitely going to be a feature. Players will be able to create, find or buy a map, and all other players can jump into the same ship and navigate to the given island.


[h3]3. What's the planned price for the Early Access version? [/h3]

The price isnā€™t decided yet, but we know for sure the Early Access version is going to be cheaper than the Full version of the game


[h3]4. Will there be any further content updates to the prologue?[/h3]

Weā€™re going to release one more patch note closing all the remaining issues this week. After that we will switch to the development of the Early Access version. But thereā€™s going to be a free public demo with some new mechanics released in October 2024!


[h3]5. Is OST going to be available for downloading? [/h3]

We have plans to release the full OST along with the EA version. It is a bit too early at the moment, as it is most likely going to change over the full gameā€™s development.


[h3]6. Is Codemanu a solo dev or are the others also developers?[/h3]

- CodeManu does all the programming and tool developing for the game, also leading the team, managing production, community and many other things šŸ˜µā€šŸ’«
- Karv is the artist and made 99% of the pixel art. The other 1% are most likely placeholders that CodeManu did and forgot to remove.
- DonutDroid is the sound designer, he made the whole OST (except for Town and Boss themes that CodeManu made) and the sounds of the game.
- Tashirotsu assist other team members and helps with game design, the idea of the snow biome damaging the player was his, you know who to hate now


[h3]7. Where is the team located?[/h3]

Weā€™re located in Spain. Ā”Hola! šŸ™‚





[h3]1. Will there be a mob invasion mechanic in the future? For example like the army of the old man in Terraria [/h3]

Mob invasion/raids are a super fun mechanic that we are definitely going to look into it. We did have an invasion system early in development but ended up disabling it because It wasnā€™t very fun and we wanted to rework it in the future.


[h3]2. Are there going to be character customization and female avatars? [/h3]

Absolutely, playerā€™s will be able to customize their characters on creation. They will also be able to further customize them with in-game items and NPCs.


[h3]3. Is there going to be any modding system in the game? Will it be system-wise level of changes(like skyrim mods), or limiting to just graphics/basic items?[/h3]

It is hard to answer before the game is fully completed, but yes, we do have plans to support modding. Our plans include the release of our internal tools that handle things like: Items, Interactables, Enemies, NPCs, AI, Structures, Island Generation and much more.


[h3]4. I'd like to know if there going to be more building options in the full release. Are there going to be any decorations and furniture for the houses? [/h3]

Yes! Karv, our artist, have actually already made different decorations and included different rotations. We didnā€™t have time to include them in the prologue but they are definitely coming to the full game.


[h3]5. Will it be possible to plant trees and do gardening in the game? [/h3]

Yes, farming is one of the side-activities we have planned for Tinkerlands.


[h3]6. When the game releases/future updates, will saves on the demo be valid? Or be able to be put into the main game's folder to be used?[/h3]

No, progress from the Prologue will not be carried over to the full game. This is a design decision, as the prologue is a different instance of the game and has a different progression path.


[h3]7. Any sort of pets/minions in the full game?[/h3]

Yes, we do already have minions/summons in the full game, and we also plan to add support for pets.


[h3]8. Will there be Colony-type stuff? Will there be more things townspeople can do? Like tending to crops, chopping wood, etc. Basically doing some chores for the player.[/h3]

Yes, and no. NPCs will be expanded in the full game with more functionality, however, we donā€™t have plans for NPCs to ā€œworkā€ for the player and we see them as an extension of the playerā€™s toolkit.


[h3]9. Do you plan more accessory combinations for the Early Access version? [/h3]

Oh yeah! We have a list with hundreds of accessories ideas in our backlog. The final number will vary of course, as some of these ideas might not be viable (or just broken, we tend to go way too far).


[h3]10. Will you add more villagers?[/h3]

Yes! We want you to build a big town with lots of different inhabitants, not a small settlement. We might have to say good-bye to some of the Prologueā€™s NPCs as their role might not be necessary anymore (looking at you Bard).


[h3]11. I want to know if there will be balance adjustments to the currency system and bombs in the official version?[/h3]

Yes. We didnā€™t want to have a tight economy in the Prologue, so players didnā€™t feel like they needed to grind for money, but thatā€™s a different story for the full game.


[h3]12. Will the full game have more smooth biome transition, either with existing biomes or with using biomes sub variants, just it feels bit weird to have hot desert bordering with freezing winter wasteland[/h3]

We will kindly ask the biome generation to be smoother. The biome generation tends to not listen to us however.


[h3]13. Any plans to add a summoner loadout?[/h3]

Yes, although theyā€™ll be more of a variation of the mage class, rather than a class on their own.

__________________________

That's it for now! If you have more questions or just want to chat, feel free to reach out anytime. Don't forget to join our Discord community to stay in the loop with all the latest updates and hang out with fellow players.



Thanks again for being awesome, and happy gaming! šŸ¦€

Check out new updates and ask us anything!



[h2]Heya, Tinkerlanders![/h2]
We just wanted to send a huge thank you your way for all the bug reports and awesome suggestions you've shared to help make our little game even better āœØ Your feedback means the world to us and it's what keeps us motivated to keep making improvements!

So, get ready, because we've got another round of fixes and a few new features coming your way! Make sure to check them out and let us know what you think!

https://store.steampowered.com/news/app/2658710/view/4205874461239493806

[h2]Developers Q&A[/h2]
We've been receiving a steady stream of questions in the game's forums, discord and reviews. That got us thinking: What If we addressed them all in one fell swoop?

If there's anything on your mind, please don't hesitate to leave your questions in the comments below. We're gearing up to respond to each inquiry in our upcoming post!

Looking forward to hearing from you! ā¤ļø

Patch Notes ā€” v1.0.2







[h2]Key Binding Customization[/h2]
This allows player to customize their key bindings, allowing different keyboard layouts like to play the game properly.




[h2]Hard Mode[/h2]
We've included a new option to start a world in "Hard" mode. This mode increases enemy HP, Damage and make them smarter. Players drop 50% of their money on death and enemy loot is increased.




  • Save location has been changed. If no saves are found in the new location, saves from the previous location will be loaded.
  • Night is now brighter in mode.



  • Crafting now uses items inside chests that are near to the player.



  • Doors are now automatically open and closed.



  • Added button to crafting menu that automatically sets the craft amount to maximum possible.



  • Items can now be locked with ALT+Left Mouse Button. Locked items cannot be sold, deleted, sorted or auto-transfered.




  • Enemies can no longer spawn in water.
  • Added to the Travelling Merchant pool.
  • Added to the Travelling Merchant pool.



  • Fixed a bug that had a 0.01% chance of spawning a Jester that would crash the game when talked to.
  • Fixed a bug that would make gore sprites multiply.
  • Fixed a bug that would make button not use high-grade HP potions.
  • Fixed a bug that would make button not use high-grade MP potions.
  • Fixed a bug that would always show -1 on consumed items while crafting.
  • Fixed a bug that would crash the game when sorting a chest that had doubloons inside.
  • Fixed a bug that would prevent doubloons from being collected from a chest if player's inventory was full.
  • Fixed a bug that would slow-down interactables flash effect on lower than 60fps values.


A little sneak peek at the Early Access version šŸ‘€

Hey Tinkerlanders!šŸŒ“

We're thrilled to see your curiosity about the Early Access version of Tinkerlands! Your enthusiasm truly fuels our excitement āœØ As promised, we're here to give you a little sneak peek at what the full version of Tinkerlands has in store for you. So, hereā€™re some features you can look forward to:

[h2]Weapons improvements [/h2]








[h2]New cool bosses [/h2]




[h2]New places to explore[/h2]



[h2]Map making and ship navigation systems[/h2]





[h2]And, of course, co-op mode![/h2]




But that's just the tip of the iceberg! We have plenty more surprises in store for you as we continue to work on the full version of the game. We hope you will join us on this exciting journey till the Early Access release in Q1-Q2 2025



Donā€™t forget to wishlist the full version of the game and stay tuned for more updates and sneak peeks coming your way! šŸ¦€

https://store.steampowered.com/app/2617700/Tinkerlands/