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Producer’s Letter #1

Producer’s Letter #1


Hello everyone, and welcome to the first Producer’s Letter for Solace Crafting.

I’m Fab, and today I’ll guide you through the plan elaborated to take Solace Crafting beyond its current limitations and into a future where its creator’s original vision for this game is fully realized. Through this, we’ll be creating for you an experience that takes everything you’ve enjoyed about the game and gradually takes it to the next level.



First off, let’s celebrate the longevity of this project and the dedication put into it by its solo creator and developer. Creating a game like Solace Crafting is no small feat, bringing it to the market and ensuring its ongoing support and further development, all by oneself, is definitely a tall order. Many of you have put yourselves behind this game in appreciation of its creator’s hard work, ceaseless commitment and transparent character. It is the reason why I am here as well today.

[h2]Acknowledging the Journey So Far[/h2]

First, let’s recognize the dedication behind Solace Crafting. Created by a solo developer, it’s no small feat to build a game of this scale and depth. Kyle’s relentless hard work and transparency have won the loyalty of many, and it’s also why I’m here today. Over the past few years, I’ve supported the game in various ways behind the scenes and some might have seen my name mysteriously featured in the no less mysterious Associates section of the Discord. Recently, I’ve taken a more active role in structuring the next chapter of Solace Crafting, where I’ll be pooling more and more of my resources into helping bring the game into its future.

[h2]What’s Next: A Roadmap for the Future[/h2]

This letter is a glimpse into the key areas we’ll be focusing on as we move forward, with clear goals to enhance your experience.

[h3]Gameplay Enhancements[/h3]
The first order of business is improving the core gameplay. Right now, the game offers a vast world to explore, but some aspects, like character movement, combat, and interaction with the environment, feel limited in various ways and for various reasons. We’ll be making those experiences more seamless and enjoyable, allowing you to better navigate the vast worlds and interact with everything in them with greater freedom and satisfaction.

Creature AI will also be revamped, making encounters more varied and exciting, whether you’re engaging in combat or using stealth and, ultimately as well, interacting with and relating to NPCs.

[h3]A More Meaningful Procedural World[/h3]
Procedural generation has always been the absolute core element of Solace Crafting, offering endless exploration. However, procedural worlds can lack a sense of meaning or narrative or finality, by their very nature. To address this, we’re improving the quality of the content generated, focusing on tighter, more thematically rich environments. You’ll discover more engaging landscapes with distinct biomes that make exploration more rewarding. Resources will be found in logical places, encouraging more immersive and purposeful discovery.

The soul of Khora, the dimension that Solace Crafting takes place in, its history, and its mysteries will also be woven more deeply into gameplay, ensuring that you’re not just collecting resources, but uncovering the narrative layers of the world as you go, and weaving your own story into them.

[h3]Visual Uplift[/h3]
Visuals will be a key area of improvement as we replace, one by one, every asset in the game, as well as the game’s post-processing and visual flair towards something more cohesive, richer, colorful and atmospheric. We have long been aware of the fact that the game’s dated look has put a ceiling on its ability to provide the visually immersive experience we want, and in a game like this, immersion is key. Open worlds don’t need AAA treatment nor do they need the latest technology to satisfy and some very old games in that genre still deliver very rich experiences. So fear not, we aren’t going to overload the game with a lot of fancy high end visual features. But from the way the terrain itself is generated and structured, to what 3D models, textures and shaders give it its appearance; what atmospherics play out to express light, shadow and weather, and finally the look of characters, NPCs and enemies, everything will be reviewed and improved. This is going to be a long process but one that is vital for your comfort as well as to keep people wanting to come and experience Khora for all that it has to offer.

[h3]Enriching the Lore[/h3]
We spoke of contents previously. Also among the revamp is the world’s identity, its themes and its overall mood are also going to feature in this uplift: currently, the game does not quite have room to make you feel as though you are in an actual world with a fullness and richness of lore and character. The game plays out within a very potential-rich multiverse concept which has yet to be mined for its wealth. The way we will be approaching lore is not merely by dropping tidbits of information here and there for your consumption but rather by restructuring from the ground up the purpose, meaning, place and history of everything in that world. Your identity as a game character, the reason you’re here, the long-term of your goals, the resources that you collect, the creatures that you fight, the structures that you build, the NPCs that you attract and encounter, as well as the very process of creating new worlds…: all this will mesh together into a grand narrative that we’ll roll out over time. Again, Solace Crafting will not shift genres or turn into something it never was nor was ever meant to be. Simply, we will make sure to enhance and tighten what is current to the game into a richer and deeper presentation where things no longer exist in isolation or simply for gameplay purposes.

[h2]A Vision of the Future[/h2]

If all of this seems ambitious, well it is. We have spent the past few months planning it all out, writing pages upon pages of planned updates and material. My personal belief is that the work initially done for Solace Crafting is massive and, just as your patience and passion, deserves to be honored with a vision for the future that is sharp and decisive and takes you and the game into new territories. We all play games like this for adventure, escape, achievement, discovery and the satisfaction of some fantasy fulfillment: fighter, explorer, builder, storyteller… the list goes on. On the back of Kyle’s work and the wealth of systems and technology put into Solace Crafting, we will build something that resonates with the best that fantasy and RPGs have to offer, to bring the game to its full potential.

Thank you for being part of this journey. We’re excited about this reveal, about the coming updates, and to continue building something extraordinary together. Stay tuned as we not only deliver more updates and clarity but also find ways to involve you more in this exciting new phase of the game’s existence.

Fab

The quest from solo to staffed

Greetings Adventurers!

I'm happy to bring you some exciting, albeit long overdue news! I now have a partner in crime. We're going to call him the Project Director for now, who I have been working together with day in and day out for the past couple of months. We have big plans for Solace Crafting I'd like to go into just a bit for now, but I will leave the majority of it up to him, scheduled for a post in the next week or two. Needless to say we are hard at work on creating a much richer, more engaging experience, in order to bring Solace Crafting to the many many players that have yet to hear its name.

Most of you know that I have always worked on this labor of love by myself, and no doubt the majority of you are aware of at least some of the many shortcoming of the game as it is right now. There really is no one to blame for these shortcomings other than myself, and yet that has never really bothered me because I am only one man.
The job of "indie game developer" nowadays can mean many different things, from multi-million dollar teams of nearly a dozen people, all the way down to zero funding, solo entrepreneurs like myself. On top of that, there are many different levels of difficulty when it comes to creating a video game, and Solace Crafting has pretty much all of the challenges that a game can. It's 3D, it's physics based, it's multiplayer, it's procedural, it uses a semi-realistic style, etc..
Were this being handled by a triple A company there would be teams of programmers, animation specialists, visual effects artists, character designers, level designers, writers, shader technicians, network developers, audio engineers, 3D artists, UI artists, managers, directors, marketers, you get the point. There are many many different professions that a strong game needs filled in order to thrive. Long story short, the majority of these professions, I'm just straight up not that good at. Our new Project Director is a great counterpart to me in that sense because his talents are very different than my own. I have my talents, but they do not stretch far and deep enough to cover even 25% of what a game like Solace Crafting really needs and deserves.
Having said all that, I don't have a million dollars to round up a team and get all of those problems solved. That's why over the past couple of months we've been putting together design documentation to redesign Solace Crafting from the ground up, keeping all of its core strengths, while filling in its many gaps with a much more player friendly, rewarding, and engaging experience. The first wave of major changes are things that we can handle with just the two of us, primarily a complete redesign of the art style, world generation, and player controls. We hope to then leverage this improved experience, along with our extensive design documentation detailing the further stages of improvement, in order to attract funding to help make those later stages possible.
We hope to have ready the first look at a re-imagined Solace Crafting around two weeks from now. Some of our plans further down the road very much include our community, some of you in Discord have been around from day 1, as well as some interesting ideas for our Patreon.

I'm sorry that during all of this the endless content and feature patches that I've been continuing for years now have pretty much grinded to a halt. So much time and stress had passed as a solo developer that I had really lost my direction, and was just doing what felt necessary to keep me and my wife warm and fed. It's was very hard to take this leap given I have my firstborn due in just two months! But there's so much more to Solace Crafting that I was never able to achieve on my own, and now that we've got a solid plan on how to get there, I'm more excited than ever!

I hope you'll all hang in there with us as we work through this transition from solo to staffed, and I wish you all the best!

Kyle Postlewait
Big Kitty Games

Hotfix v 1.1.0.2

Some weekend fixes for a couple of new things that have cropped up with the recent major patch!

Again, there were a LOT of changes that had to be made to switch both major engine versions and the render pipeline. If there is anything that looks like a bug or feels like it isn't working as intended please let me know, preferably in Discord or on the bug tracker, and I will do my best to handle it in a timely manner!

Please note that this is a client side only patch and shouldn't prevent connection to v 1.1.0.1 servers.

v 1.1.0.2 2024.06.30
- Increased the overall game brightness and ambient lighting a bit
- Changed ground torch to be able to be placed on both ground and building floors
- Fixed a bad cactus shader
- Disabled two desert grass sprites causing purple flares in front of the camera, pending replacement
- Fixed binding keys closing the setting window
- Fixed the storage chest label text shaders
- Fixed rebinding the forward and backwards keys causing movement speed problems

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

Join us in Discord!

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Check out the bug / suggestion tracker

Hotfix v 1.1.0.1

Had some small problems reported on Discord, and a few in the anonymouse exception reporting window that I either tracked down and fixed or added some more details to hopefully better understand them tomorrow.

Heading to bed here, but I just went through the bug report forum as well and it sounds like storage chest text is not working. I will get that sorted out tomorrow among anything else I can find ːsteamthumbsupː big thanks to anyone that helps report a problem.

There does seem to be something funky with the game on Linux right now. Forcing it into vulcan with the launch command -force-vulkan seems to be a temporary fix for now.

v 1.1.0.1 2024.06.28
- Fixed the collider on some steps shining when it should be invisible
- Fixed the sign post shader
- Fixed updated weather modules not being linked to the ambient volumes settings
- Fixed a case where AOEs that don't hit any target could throw an error
- Interrupted a case where it seems the thunder sounds is not being properly populated throwing an error
- Improved logging on ItemDetailsUI.UseItem() that seems to be throwing an error
- Improved logging on TownData.CheckConstructionResources() that seems to be throwing an error

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

Join us in Discord!

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Check out the bug / suggestion tracker

Performance Update v 1.1 now live!

At long last! The big performance upgrade is now live!

This was a major undertaking, upgrading not only Unity from 2019.4.40 to 2022.3.14, but also switching from the Built-in Render Pipeline to the Universal Render Pipeline. The Unity engine upgrade brought in some mandatory code changes, while the pipeline swap required an upgrade to every single material and shader used in the game. That means every texture on every monster, rock, and tree, fog, sky, water, you name it, everything had to be replaced or reworked.

What for? Performance! The game is now running much faster on my computer, over twice as fast in most cases, and I sincerely hope that everyone else is able to notice a similar increase in performance.

There are still some minor things I'm looking into, particularly the bug reporting system seems to have gone haywire with the engine upgrade, and there are some trees that seem to not be using the same shader across different parts of them causing a mismatch of colors. The biome colors overall have changed a bit as well as the post-processing systems that were previously being used to not work at all in the Universal Render Pipeline, so it was difficult to try and recreate all the same levels of saturation, brightness, and so forth.

Sometimes I would make a change to try and fix a problem with the global fog, or the targeting reticle, which ultimately I had to stop using decals for, and it would require a 3 and a half hour recompile of the entire shader library just to try something out... It was a pretty brutal experience all-in-all, but definitely worth it moving forward.

Speaking about moving forward, I'm expecting to get pretty busy in the coming months. A peer and some colleagues are planning to start putting in hours on the game as we move towards a sort of revamp of the graphics, the story, the world building, and the "feel" of the game overall. The goals of these changes are numerous and we'll get into them as they unfold, but ultimately we're hoping to take Solace Crafting out of the "solo indie developer" status to being a much more professional level quality game worthy of a modern audience. It's going to take time and money, and hopefully a fair bit of community involvement, but the game has always deserved more than my ram-shack set of skills, and I'm very excited to take the leap into working with others.

We already hit 36C (97F) where I live last week! I'm worried this year is going to be a scorcher! Please stay cool and safe wherever you may be, and I wish you all the best!

Happy Gaming!
Kyle Postlewait
Big Kitty Games

Condensed patch notes:
v 1.1.0.0 2024.06.27
- Changed the targeting and target decal projectors to a quad
- Upgrade Unity to 2022.3.14
- Switched to the Universal Render Pipeline
- Replaced shaders for all materials
- Fixed enchants using Nail, Horn, and Claw from requiring them to be of an equal tier to the recipe
- Fixed some enchanting recipes using the wrong materials

Latest beta patch notes:
v 1.1.0.0 2024.06.27
- Changed the targeting and target decal projectors to a quad
- Fixed hotbars being improperly offset
- Fixed several monster AI problems
- Fixed some small fog issues
- Fixed some small grass issues

v 1.0.5.8 2024.06.10
- Fixed single-player mobs standing still/not responding
- Fixed linux builds

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

Join us in Discord!

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Check out the bug / suggestion tracker