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Gemporium News

Demo Version 2.0.1

[p]Hello moles, [/p][p]We have a quick patch that will address some issues people have reported as well as some QOL improvements.[/p][p][/p]
Changes:
  • [p]Added Arrow Keys as a movement option[/p]
  • [p]Added a popup when starting a new game to notify players of Cozy Mode[/p]
  • [p]Reduced the volume of SFX when polishing gems[/p]
  • [p]Fixed a bug that allowed the player to haggle with a customer without a gem on the register[/p]

Demo Version 2.0 is live for Steam Next Fest!

Demo Version 2.0 is Live RIGHT NOW!!!
[p]We're very excited to have a brand new revamped version of the Gemporium Demo available for Steam Next Fest! If you aren't able to check it out before the end of Next Fest, don't worry because the demo will still be available :)[/p][p][/p][h3]Patch Notes:[/h3][p]New Content[/p]
  • [p]Added an improved intro to the game[/p]
  • [p]Redid the interior of the player's home[/p]
  • [p]Added more upgrades to purchase[/p]
  • [p]Added an Artifact Collection to complete[/p]
  • [p]Added Endless mode: After reaching day 10 you are now able to continue your save and keep playing as long as you would like[/p]
  • [p]Added Haggling: buying the Haggle upgrade gives you a chance to change what gem a customer likes[/p]
  • [p]Added Upcoming Customer UI to the shop[/p]
  • [p]Added a couple more tutorials[/p]
[p]Balance/Other:[/p]
  • [p]Overhauled the Mines: there are multiple floors and limited mining spots that are regenerated each day (instead of generating each time you enter the mine)[/p]
  • [p]Mine Integrity: there are new hazards that when hit multiple times collapse the mining vein[/p]
  • [p]Refinement QTE minigame enhancements & polish[/p]
  • [p]Improvements to the Shop layout and Shop Reputation UI[/p]
  • [p]Balanced the gem and upgrade prices [/p]
  • [p]Accessibility Settings: Reduce Camera Shake and VFX Intensity[/p]
  • [p]Lots and lots of bugfixes![/p]
[p][/p]
Play the Demo and Wishlist Gemporium:
[p][/p][p][dynamiclink][/dynamiclink][/p][p]Thank you to everyone who's supported us already, and we're excited to kick off next fest with a large update! If you've enjoyed the demo we would really appreciate it if you tell your friends and leave us a review to help us out at the start of Steam Next Fest :)[/p][p][/p][p]- Merge Conflict Studio

Gemporium Summer Plans 💎⛏️☀️

Hello fellow Moles💎⛏️

It's been a crazy few months at the studio, and it's only getting crazier with everything we have planned for Gemporium! First let's recap what's been going on:

What's new


Summer Plans

Gemporium is going to be featured in this year's Wholesome Direct, so tune in Sat, June 7th at 9am PT / 12pm ET / 6pm CET to support us and the other amazing games that will be featured :)

We're also participating is Steam Next Fest this June, which starts on June 9th! An updated demo is going to be available during Next Fest (as well as after it ends) so here's a few teasers for what we have in store:







If you've been enjoying the Demo so far we would really appreciate if you left a review, since it's super helpful for indies and visibility on steam! If you haven't been enjoying the demo (or just want to chat) then come join our Discord and let us know!

We are Updating the Art Style for Gemporium

Our current art sucks.


It's hard to come to terms with reality, but at Merge Conflict Studio we are committed to the players and boy have they spoken.

The demo has allowed our small studio to get waves and waves of feedback from players, so if you have played and given us your honest thoughts thank you! We have heard your complaints and have tried to ignore it for too long. No one likes with cute and cozy art styles anymore.



In order to stay relevant in this horrible market for games and make sure we can continue to sustain the studio doing what we love, we have made the difficult decision to pivot and fired our artist. Now, we are full sending the new vision for a Realistic, High Fidelity, Raytraced Gemporium.

Sneak a peek at the new art:




We are so excited to share this update with you and hope that the AAA approach to graphics will help us find a larger player base. As of now we have only updated the steam page to reflect the new style, but we hope to continue listening and internalizing the feedback from this lovely community.

To make SURE that the Gamers know we are making a Real Product, Gemporium install size will also grow by 200gb.

Gemporium Demo Version 1.2

Hello gem enthusiasts!

Once again, thanks so much for trying out the Gemporium demo! As always, if you want to stay up to date with Gemporium and the happenings of Merge Conflict and/or provide feedback, you can join our Discord!

We've got one main new feature today and some other fixes! Let's get into it.

Version 1.2 Patch Notes


[h2]Additions and Misc. Changes[/h2]
  • Added a new tutorial system! When you start a new save, you will now be asked if you want to do the tutorial. The new tutorial takes place on “Day 0” with no timer running to give you more breathing room to get accustomed to everything in the game.
  • Added a tutorial popup that lets you know you can return to the mines multiple times a day for new gems.
  • Added animations to tutorial popups opening and closing.
  • Added an arrow that bounces over areas you’re being prompted to use in the tutorial to make sure you don’t miss ‘em.
  • Touched up performance! There should now be less occasional stutters, which we observed was happening for some players.
  • Slightly increased the buffer time between when buttons linking to external pages on the “Thanks for playing” screen are revealed and when they can be clicked.


[h2]Bugfixes[/h2]
  • Fixed a bug where if you just finished refining a gem, you could place another already-refined gem on the table and the gem would get huge and cover the whole screen. Glad we stomped that one :)
  • Fixed an issue where if you didn’t close a tutorial popup and reentered the area that activated it, you could get a duplicate of that popup.
  • Fixed an issue where the TV would reactivate automatically every time you reentered the main Hub.
  • Did some UI cleanup for ultrawide monitors in some scenes.