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TaleSpire News

Return of the dev streams!

It's been too long since the last dev stream, so let's kick 'em back off and make them a regular occurrence while we're at it!

This will be...
[h2]Bouncyrock's Bi-Monthly Banter[/h2]

Our very first stream is set to kick off on Friday, February 9, 2024, at 21:00 UTC. The future schedule is planned for the second Friday of every other month at the same time. There will also be an event on our Discord server to help serve as a reminder.

At that time, you'll be able to pop into our Twitch channel and join us live. We're planning to talk a bit about what we've been up to and what's next, and having some Q&A with anyone who shows up to chat.

Don't worry if you can't make it live; the stream will be available as a VOD on Twitch and over on our YouTube so you can catch up on all the latest updates and discussions at your convenience.

We're excited to catch up with you all. So - grab your calendars, set those reminders, and join us for the very first of hopefully many.

Stay creative, and see you soon!

Asset position patch

Something in yesterday's build went a bit screwy, and the positions of some random assets got messed up. This patch resolves that.

A big thanks to the folks who spotted and reported this.

Now, back to our regularly scheduled programming.

Early Access Content Pack 29: MegaDungeon Expansion

Greetings Everyone!

We are kicking off the new year with a small pack of assets before getting stuck into the next larger sets. Since the MegaDungeon was released, we’ve been watching your feedback (and your amazing builds!), and these are some pieces derived from that feedback. This pack features the following new assets:

  • Stone demon face with open mouth prop
  • Iron Maiden prop (Openable)
  • x4 window variations of the straight, diagonal, corner, and curved corner walls
  • x4 tower stair sets oriented in the opposite direction
  • Cave-in prop


We've also tweaked the Dungeon Cellar tileset textures to revert back to a more desaturated stone color and reintroduced more of the mold.

As always, keep the feedback coming. For now, we're going to shift our focus away from the darkness below and look to the stars as we begin construction of the MegaSector!

Thank you, once again, for your continued support of the project!

The dev-log before Christmas

Well, would ya look at that; we're on the cusp of a brand new year!

2023 has been a busy one and ended up being more about building good foundations than it has been about big razzle-dazzle features.

That said this year has included the release of the Mod browser, Mac Support, Symbiotes, and many many assets.

All that building has set us up for an exciting start to 2024 with big performance improvements coming to the backend, the full release of creature modding, and the introduction of Seats all lined up for release early in the year.

We don't want to keep you here any longer than necessary, so let us just say thank you once again for supporting us and for allowing TaleSpire to grow from a fun idea to way more than even we expected. We've still got a ways to go to deliver the vision, and we are thrilled to be making that journey with you.

So Merry Christmas, Happy Holidays, and God Jul to you all!

See you in the new year.

TaleWeaverLite: The good, the meh, and the future

Heya folks!

In preparation for creature modding feature shipping, we are making the tool available so you can try it out, and we can fix any egregious bugs you find.

You can find a guide on how to get the tool and how to use it over here:

https://talespire.com/taleweaverlite-guide


NOTE: You cannot load the mods into TaleSpire today. This is simply a build of the tooling used to make the mods.


[h2]What is this (and what is it not)[/h2]

TaleSpire is going to have a couple of ways for you to add new creatures to the game:

  • In-game creature creator: A way of building creatures out of a palette of configurable parts
  • Mods: mod-files are composed of pre-made assets outside of TaleSpire

TaleWeaverLite is for the second approach. It is a very minimal tool for composing pre-made assets into a creature mod that is ready to be used by TaleSpire.

It is not a modeling or posing tool. It expects content in specific formats and with specific layouts.

The expected usage is that the mesh and textures are prepared in other tools, such as Blender, and using TaleWeaverLite is the final step in making a mod.

[h2]The good[/h2]

Once you are producing meshes and textures in the correct format, it’s trivial to turn them into a mod. Simply drag them into the Unity project, set the fields in the creature panel, and save.

[h2]The meh[/h2]

We’ve been using Unity for our asset tools for a long time. It handled processing assets for us and gave us a UI we could use to make tools.

This means that to use TaleWeaverLite, you need to install the free version of Unity.

We have mixed feelings about this, as packaging this stuff for public use has not been as easy as we had hoped. Your feedback will help us decide whether to stick with this in the long term or to start moving to a more standalone tool.

[h2]The future[/h2]

We are busy working on the backend changes needed to support the new creatures. Once we have that done, we’ll wrap up the needed changes in TaleSpire and get ready to ship. We are pushing hard for this and hope we can get this in your hands very soon.

By getting TaleWeaverLite out now, there might even be some new creature mods ready to ship the moment that TaleSpire gets the feature!

Until then, thanks for stopping by.