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Kynseed News

Kynseed QnA #1

Hello Seedlings!

Welcome to the first of several Question and Answer panels. This is something we plan to be doing every Monday, so make sure to submit your questions in the comments below and we'll do our best to answer them in next week's QnA post!

Today's QnA isn't on a specific topic but gathers questions that you, the players, have asked us across various platforms, in regards to the game as well as the 1.0 update.

Without ado, here we go!

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Q: When is 1.0 coming out?
A: We are currently entering our polish and final testing phase for the game, and will have more news on 1.0 soon. If the game hits our quality target, which we expect it to, it will be out well before the end of the year.

Q: Will there be any updates between now and 1.0?
A: This is under discussion, but there are no main updates planned. However, we are considering an Experimental Branch update before launch, but will see how things go.

Q: Will Kynseed be coming to consoles?
A: We are absolutely planning to release Kynseed on consoles (it was born for the Switch). However, these things take time and resource so no official news as yet.

Q: Can I use a controller to play?
A: Absolutely! Kynseed was designed with controller in mind, but keyboard/mouse players have a wealth of options too to customise their experience.

Q: Can I play Kynseed on Steamdeck?
A: We currently have a Steam Deck Beta you can try. The aim is to be fully working on Steam Deck for 1.0. It looks and plays fabulously!

Q: Will Kynseed be available to play in x language?
A: We want as many of our international friends as possible to experience the game. Localisation takes time and money, so while we aim for a couple of languages initially, over time we will add more as resource allows. There are a lot of words and a ton of puns and wordplays to decipher!

Q: Is multiplayer something that will ever happen?
A: It will really depend on success and demand. A local co-op mode could be considered but there are no plans for online multiplayer.

Q: Can I continue from my current save when 1.0 launches?
A: Sadly we will be wiping all saves for 1.0. However, we are planning to keep an Early Access branch open for those who want to keep their current games. We will not accept or fix bugs from that branch though.

Q: Are all of the assets/artwork original?
A:Everything in-game was created by our amazing art team (and some other pieces done by ex-Lions in the earlier days). It's always a pleasure to see what they come up with each day.

Q: What engine did you use to build this game?
A: Kynseed is built using our own engine on a Monogame framework. Some technical people will know what that means. The rest of us just politely nod.

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Remember to submit your questions for us to answer next week! Thanks for reading.

Until next time,



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P.s. You can also join us on Discord!

All Creatures Pixel Small

Hello, Seedlings!

Welcome to our weekly update, brought fresh from the scribes in the Castle.

The ink had barely dried on the parchment before our delivery pigs raced out into the village. So, what tidings?

Well, things are incredibly busy with all manner of polish, fixes and tweaks flying into our internal dev build.

One thing we love to do while playing is to spot the wildlife we have begun populating the world with. You can see elegant deer milling around in the deep woods. Squirrels scamper for nearby bushes.

[previewyoutube][/previewyoutube]
Hedgehogs waddle around looking very cute, and rabbits hop around looking for some lovely fresh dandelion leaves to nibble on. More creatures are being added, and they will be seasonal too, so expect to see springtime fawns, a lack of hedgehogs in winter and so on.



This is part of our ongoing polish to bring the world to life. Combined with the dynamic weather systems, other ambient life, NPCs, flowing water and floating objects, little animations and more, it makes the world a delight to run around.

We defy you not to chase nearby birds!

In other news, on Monday, we will be starting a new Q&A post where you can get some of your questions answered, so look out for that!


Until next time, friends,

Love,

PixelCount

The Wheel of Delight, and other news

Welcome Seedlings to another weekly update from our Gnomish scribes in the castle.

This week the team is beavering away on work for our own internal dev build on Friday, with a promise that ALL the UI will finally be in!

It has been a mammoth task (not actually done by a mammoth), but the effort was certainly worth it.
Along with the last remnants of that, we are also doing some changes to how the diagnosis side of the apothecary works to make it slicker and faster, and making it much clearer for players to select recipes and use the correct stations for their concoctions.

What else?

Well, our amazing Key Art is having its last tweaks for our big reveal.

Code are working on getting the traits fully in and functioning, as well as the remaining skills.

Everyone is cheerily piling away at making the game as good as it can be.

So, what can we show you this week as we have a little nosey in the development drawer?


The Wheel of Delight

Want to make babies in the game?

Well, we already know that the Stork delivers them…but how are they made?

Enter, the Wheel of Delight.

By gifting a corndoll to your loved one, you can engage in a delightful little bit of fun that may lead to an increase in happiness or an increase in family size!

You can help change the size of segments by boosting your Virility stat. I hear Lovers Truffles are a good thing to find with the help of your pet pig.

Please don’t take our word for it; have a peek at our little video showing this wonderfully tactile carousel in action!


[previewyoutube][/previewyoutube]


Until next week, friends.

Love,

PixelCount


Kynseed News

Hello Seedlings!

Welcome to a little update about where we are at, and what is happening in the Castle.

We are hurtling towards Feature Complete, as we aim steadfastly at that most precious and important of stages…the polish phase!

We plan to update you much more often with smaller but still very tasty information pies, baked in the best stoves Quill has to offer.

We shall be making more Twitter posts, and doing some fun things on our updated Discord, thanks to our sparkly new Community Manager.



Expect reveals and showings of some really fun features, such as this lovely little video we recently put out on Twitter. You can spot the Family Ledger, where you can give your loved ones a schedule and send them gathering; plus the arrival of a bouncy little baby via our old friend, the Stork.

[previewyoutube][/previewyoutube]

Until next time!

Love,
PixelCount




You can follow us on Twitter and Discord for more updates using these links:

Kynseed News

Welcome to another parchment of Quillian news, delivered by the news Chaffinches, as the Ravens and Pigeons are on holiday. We have been ferociously working on the game to hammer it into its final shape.

[h3]NPC STORIES[/h3]
One feature we have always been keen on getting in is the idea of ‘NPC Stories’. What are they, you ask in whispered tones?

Each named NPC will say some flavour dialogue at each level gained on friendship, culminating in a bespoke task that you must complete before they 'love' you.

The new dialogue adds a bit of much needed depth and personality to the existing NPCs. Combined with an updated chat system and favours that are tied to their traits, the whole system really helps fill out the characters more.

You can find redemption in some NPC stories

[h3]STORY[/h3]
Speaking of story, we are putting in more of the main story that you all so eagerly want, along with the player's main objective. Just what is your motivation to do the things you need to do? What’s that mysterious noise from the deep woods? What is behind that strange door? Who let the pugs out?

You'll need to get a handle on that door

[h3]UI[/h3]
One other area of the game which we have been putting a lot of code and art effort into is the User Interface, or UI to those who know their gaming acronyms.

The new UI system is now being implemented for remaining areas, such as the family ledger, shop ledgers and chat systems.

Using your lovely new ledgers, you will be able to assign shifts, send your family gathering or give them specific orders that will raise their stats via learning...from gardening to studying books.

Things are looking a bit shifty in the ledger

[h3]COMBAT[/h3]
We have also been working on combat for Midwood, and Gary has done an absolutely magnificent job with the monsters and their varying anims.

Midwood’s creatures have a very different style to those of Simplewood, and are a bit faster and more aggressive. Get your dodging shoes on!

Our combat isn't a drag to play

[h3]WRAP-UP[/h3]
There are lots of other treats being prepared, including the creation of new hubs, a new haven, generations, shop specialisations and more. So keep an eye out (not literally) for more developer updates in the coming weeks.


A big thanks from the team for your continued patience and support.

Happy chocolate egg eating time!