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TaleSpire News

TaleSpire maintenance has completed successfully.

The maintenance all went according to plan, but we'll keep a closer eye on things for a little while to ensure all is shipshape.

If, instead, you prefer stories of things going wrong, you might enjoy yesterday's dev log about the Mac release: "TaleSpire Dev Log 411 - The Steam UI choice that is war crimes."

Have fun folks!

Scheduling TaleSpire downtime for maintenance

Hi folks.

Tomorrow at 11:00 a.m. UTC, we will be undertaking a significant upgrade of our backend infrastructure. This will be our biggest one for a long time, so we are scheduling four hours for the maintenance.

Click here to see the time in your timezone

As mentioned, this is a big one for us. Behind the scenes, we’ve been working on the changes we would need to not only scale the game to much larger numbers of concurrent players but to improve our uptime while doing so. Tomorrow, we land a chunk of those improvements. With these changes, we’ll be able to perform backend upgrades just as significant as tomorrow’s one, with zero downtime.

See you on the other side!

TaleSpire Dev Log 410 - Mac launch later today

Well, we are just about there. Depending on where you are, we are shipping Mac support today or tomorrow. I've just signed a release candidate build and have it primed on our pre-release Steam branch.

Here's a fun shot from our recent testing. TaleSpire running on Windows, Mac, and Linux, side-by-side and in the same board.



And here's a slightly clearer shot



Alongside the mac release we also have:

  • Updating the cut volume to work with all tiles and props
  • Tweaks to improve reconnection behavior
  • Allowing Symbiotes to subscribe to creature selection changes.

So even the purely Windows parties will get something out of it :)

That last one can potentially allow some very cool Symbiote integrations as creators can now react to the player switch between their characters in real-time. It's pretty speedy with group selections too.



Right, I best get ready and rested for the release.

Have fun folks!

Disclaimer: This DevLog is from the perspective of one developer. So it doesn't reflect everything going on with the team

Early Access Content Pack 24: Monster Mash



[h3]Greetings once again![/h3]

Today we have a new update containing a Monster Mash and a revamped version of Dungeon01, which we've renamed Dungeon Cellar. The Cellar has been toned down on the "fluorescent yellow/green" and beefed up with more polygons, giving it more of a physical look. These changes need to be felt, so be sure to revisit any creations you may have that feature these tiles!



[h3]Content Pack 24 Contains :[/h3]
  • Unicorn
  • 2 x Sphinx
  • 2 x Troglodyte
  • Revamped Dungeon01


[h3]Other Fixes :[/h3]
  • Symbiote popup scale fixed (contents were 80% of the correct size)
  • The Prison Cage door is animated to open and close
  • Three old doors have been deprecated and replaced with re-sized versions for a better fit.


We hope you enjoy your time with these mythical beings and the new foundation for delving underground.

Till Next time!


BUILD-ID: 11988135 - Download Size: 105.2 MB