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Orange Season News

New publisher for Fantasy Farming: Orange Season!

Hi all!

My name is Marten, and I'm Community Manager at SOEDESCO. I'm proud to announce that we've partnered up with Tropical Puppy to publish Fantasy Farming: Orange Season! I've got a message right here from the guys over at Tropical Puppy for you all:

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Hello everyone, I'm here today to announce that Tropical Puppy is partnering up with SOEDESCO , who will be Fantasy Farming: Orange Season’s publisher!

SOEDESCO is a Dutch company that has published over 40 games worldwide on a variety of platforms, including PC and the main consoles. Their games offer a wide variety in genres.
I've been working with them for a few months now and I believe that they are a great fit for the game. Their team has shown to be great fans of farm-life games and their experience with publishing and the business side of development will be very valuable for the game.

We're looking forward to working with them and make the most out of Fantasy Farming: Orange Season together. We will continue to develop the game with the same drive and spirit as always!

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Now of course, in the future you'll also be hearing from Tropical Puppy again, but I'm also here for you if you have any questions! By the way, to join the conversation you should join our Discord server to stay up to date at https://discord.gg/soedesco

That's all for now, thanks!

-Marten

Fantasy Farming: Orange Season Update 0.6


Hello everyone! Orange Season update 0.6 is out now!

This update brings a lot of bug fixes and general improvements to the game, but more importantly it finally includes the option to date villagers.

If you want a list of requirements for dating each villager, there's one right here!

I'll keep this announcement short this time so you can go ahead and spend some quality time with your favorite Orange Town residents, but you can check the in-game changelog for detailed information!

Orange Season Update 0.5.1

Hello everyone! Today I bring you a new update, version 0.5.1. Here's what's new:

World Changes


The beach was added back in the game, with a new layout, new graphics and a new location. There you can catch sea water fish and other exclusive items.
You can access the beach through a new area that was added to the right of your farm, or by going down from the town in the passage near Gabriel's house.
This new area between the town and the beach is mostly empty now, but in the future it'll be used for building a petting zoo, where you can keep all the wild animals you tame.

There's also a new shortcut from your farm to the mountains, making the mines faster to reach.




New Mines


The layout of the mines has changed to be better manageable. Some areas may require an upgraded hammer to be accessed, while others are available from the start but can be accessed faster after you upgrade the hammer.
Blue and White crystals are now more easily dropped, but limited in quantity. The game will also boost the crystal drop rate every day that you don't find any, so you can hit the mines every now and then with an increased drop rate instead of going there everyday to try your luck.
There are also new kinds of rocks to be found on the mines and on the mountains, each one requiring a different hammer level to break.

Keyboard Mapping and Controller Profiles


The keyboard mapping screen was fixed to allow customization of the key controls. The gamepad mapping screen was replaced with the controller profiles screen, where the game will detect what kind of controller you are using and show what actions are mapped to it.
I've also implemented support for the nintendo switch joy cons, with different mappings based on which joy cons you have connected and how many. Playing with a pair will behave the same way as any other controller, while playing with a single joycon will have adapted controls for the smaller number of buttons.

Diary screen


You can now check the list of items you've shipped, as well as checking the detailed progress of the game.
There are also new keys to open the inventory screen directly.

Tool Upgrades


From now on, you'll need to acquire experience with each tool before you are able to upgrade them. If you have already upgraded a tool that you don't have enough experience on, the game will temporarily downgrade it until you reach the required exp. You won't need to redo the upgrades.

This update also includes two Fishing Rod upgrades. The upgraded rod will attract fish that swim close to the bait, allowing you to catch fish that only swim far from you. The fish location, spawn rate and prices have all changes with this update as well.

Graphics


Some graphics have been improved, while others were added in this update:
  • New Fences
  • New Town roads.
  • Five New Villager Portraits
  • New Weather Effects and Weather Announcement TV Channels
  • Festival Announcement TV Channels
  • New emotes
  • Small changes on the town layout
  • New graphics for weeds, tree stumps, logs and stones





Other Changes
  • You can now buy ores from the blacksmith after you ship a certain number of them
  • You can buy lumber from the carpenter
  • The game will show what kind of crop is sown on your farm when you approach it
  • The game will show animal names when you approach them
  • The hay maker now turns wheat into hay as well.
  • New tasks.
  • The bank and debt systems were removed from the game.
  • The miner's guild was removed from Orange Town. You now get access to the gold mine by upgrading your hammer.
  • The mushroom people were removed from the game.


Since the mushroom people were underdeveloped, with no personalities and nothing but the promised ability to open passages on caves, I've decided to replace them with new unique characters. I'm writing a few new villagers that will show up in the next few updates and are going to be much more interesting.

What's Next?


The dating system is finally being implemented. It'll most likely be released in an update two months from now.

Orange Season Update 0.5



Buckle up everyone, as Orange Season v0.5 is finally here!

The changelog this time is much larger than usual, so I'll try to keep things short. Feel free to reach out if you want to know more about any change.

New Mouse Controls:


Playing with a mouse was too complicated before, but now almost everything is done with a left mouse click. The game will automatically determine what it should do based on what you clicked on. A few actions still have specific commands, like double clicking to remove a building / fence / machine / sprinkler. You can also right click an item or tool on the HUD to quickly use/consume it.

New Save System & Steam Cloud:


I changed the way the save files are stored. From now on, the game will generate a file with your character name that will hold all of your data. Those files can be opened and modified with any text editor (like windows' notepad) but be careful of what you change, because you can easily break the data structure too. The game will also sync your save files with Steam Cloud now, so you can play the same save file on multiple computers. Do make sure all of your computer clocks have the right time, or this feature may cause an older save to overwrite a new one.



New Menus and Interfaces:


The thick of this update is that every menu screen has changed: the game loading, title screen, main menu, storage, shipping bin, trash, item shops, animal shops, recipe list and probably more that I'm forgetting right now. I'm very excited to finally share all those new interfaces, because I've been working on them since last year. A few of them (like the tool list) may be looking incomplete because they are prepared for some new features that are not yet implemented in the game.



Maps:


Probably the most requested feature of the game on recent times, the maps are finally in. Press the map key anywhere to load a map showing the whole area you're in and the location of any villagers within it. The villagers will appear inside their houses if they are awake there, but will disappear from the map if they are unavailable.



Credits Screen:


Press the map key on the title screen to access the game credits.

New Teleporter Requirements:


You'll need to befriend Annie and complete a series of tasks to receive the teleporter now. If you load a save file that already has the teleporter, it will be removed from your inventory.

Machines:


You can now ask Viktor to build machines for you, like the mayo maker and cheese maker. Put an item in, get another item out of it. There are no timers, but with the exception of the hay and feed makers, you can only put in one item at a time.

Portraits of the main characters:


Your own character and the first 10 marriage candidates now have a portrait picture that will be displayed whenever they say something. Some of those characters had their styles changed on this update as well. And since many people had trouble with her name, Cinth was renamed to Cindy.



New Conversations:


Every character that received a portrait on this update also received dozens of new conversations. Only one of the new conversations will be triggered per day and it'll usually be the first thing the villager will say that day. Most of those are related to the beginning of the game, so don't mind if a character you've been talking to for ages suddenly act like they barely know you. Tasks and Cutscenes may require you to have seen some of those new interactions.
Some of them can only be triggered during spring, but it doesn't need to be on year 1.



New Tasks:


Other than the tasks I mentioned on previous items, there are also new fetch quests. Nothing too exciting, but they can give you some extra friendship points.

New Tool Behaviors:


Some tools will work in a different way now. The watering can will always be used on it's max level, so you don't need to hold the tool button anymore. The sickle will also be used on it's max level when cutting weeds, but it will only cut crops if you click on them (one at a time). When cutting crops with the sickle, there's a chance you'll receive back a seed for it. Cutting weeds with the sickle will also give you the weed item that you can now use to make hay. The other tools like the hammer, axe and hoe do not have an area of effect. The axe and hammer will always have the strength of it's max level, while the hoe will have a faster animation and a largely reduced stamina consumption when upgraded.

Changed availability of animals in shops:


I've reduced the number of animals available for sale on the shop (for example: 8 kinds of cow instead of 32). Mostly because there were many animals that were only a couple pixels different from others. Now each animal is unique.



Changed Crops/Seeds Prices and Growth Time:


I changed the prices of several seeds and crops to rebalance everything. A few seeds also changed their growth time, but those changes were minimal.



New weekly shop:


On saturdays, you can find the salesman on the restaurant, where he'll be selling you random items that you've shipped before, as well as some very rare items that can fetch a high price.



Pause time inside houses:


Previously the game would only pause the time inside your own house. Now it applies to all houses. Many players asked for this and it also makes things easier on my side, as I no longer need to implement Serge kicking you out when you decided to sleep right in the middle of the store. Sleeping on the floor will not recover stamina and fatigue when if time is paused.

Even more:


There has been a lot of other small details that I changed during all this time that this update was cooking. See if you can find anything.



Next Update


This is not yet a promise, but version 0.5.1 is planned for August. It should include the portraits of the other villagers and some new festivals, among other things.
I'm also working towards completing the dating system, which will be included on version 0.6.

A huge update is coming later this month



It's been nearly nine months since I released version 0.4 of the game. Version 0.5 was supposed to come only three months after that, but many things delayed it's arrival. It is finally going to be released on June 24th, with a lot more than I had initially planned.

The first big thing I started working on after the september release was an overhaul on the mouse controls. It was a popular complaint among players that those controls were too complicated. That happened because when I first started it, I wanted the game to have the same controls as the PSX Harvest Moon game. Mouse and Keyboard controls were only emulating a controller instead of being used directly in the game. That changed now.



The next change was one of the most requested features: a map. Yes, it's finally here! There are three maps available on the game now: the town, the mountains and the forests. You can see by the image above that the villagers will also be tracked in real time on it, simplifying the job of all stalkers.

While I added the map and changed the mouse controls, Ryan was busy drawing new menus for the game: title screen, inventory, calendar, shops, storage, trash cans... every user interface has been replaced with something much better. For example:





Other than all the visual changes, there is a lot of new content on the game: new tasks, hundreds of new conversations with villagers, new items to be found on the caves and machines. You can buy any of the machines by talking to the blacksmith, but they require rare materials and a decent amount of money. The machines that are already available are:

- Mayo Maker
- Cheese Maker
- Bird Feed Maker
- Hay Maker
- Seed Maker

If you have already played the game before this update and befriends Annie, you'll get an alert when you load your save file, saying that the teleporter was removed from your inventory. To acquire it again, you'll need to increase your friendship with Annie and complete a few tasks. Nothing too complicated.

Those were just a few spoilers about what's coming on this next update. There's still a lot more. Stay tuned.