Village Monsters – Alpha 2.2 Release

Happy New Year! The final Alpha version of 2017 has been posted. It’s also very likely the final Alpha version period! Next up I begin work on Beta 1. Get hyped! Your download portal should already be updated with the new hotness. Here’s the patch notes for the release: Alpha 2.2 Additions The title screen now has music, more realistic clouds, and a proper transition to the game Overflow has been completely redone – new layout, new furniture, etc. A basic controls page has been added to the first page of the journal You can now adjust the window size (zoom level) via the system menu The game window now resizes itself to your particular resolution ratio You can now switch to full screen via the system menu Added a new villager, Mr. Rose Added several new critters to find and catch Interesting secrets have been considered A new calendar GUI element has been added Alpha 2.2 Improvements The camera for all interiors has been adjusted to match that of the outside cameras The following control changes have been made to the gamepad option: Y / Top Face Button now toggles the inventory X / Left Face Button now uses the tool Start now toggles the system menu Select now toggles the journal Reading mail no longer closes the inventory screen Well, it does, but it’ll open up again on its own once you’re done reading It’s now easier to toggle the inventory The whoopie pie truck driver has gone on vacation Shadows of most trees have been improved The system menu selection now loops The dialogue ‘tap’ sounds has been increses The cursor is now hidden within the game window (for now) Both bookcases (normal and small) have been redone Alpha 2.2 Fixes Fixed a bug preventing an open book…

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Village Monsters – Alpha 2.1 Release

Oof, that’ll teach me to make a bunch of changes on a release day. It’s obvious now that Alpha 2 needed much more thorough testing of the last-minute changes; many of you have reported crashes and other problems that are preventing you from even playing. I was able to fix the majority of them and I’ve placed a new patched version of the game – Alpha 2.1 – in your download portal for you to grab. You’ll also get a new email if you’ve downloaded it already. I’m such an idiot, and I’m really very sorry for releasing such a sloppy version of the game out there. I knew I was taking a risk in making changes so soon to release, and it clearly was not the right move. I’ve learned my lesson – expect more stable releases in the future. Alpha 2.1 Fixes Fixed a crash related to a door in the player’s house Fixed a crash related to the vending machine Fixed a crash related to the journal’s Mystery section Fixed a crash related to leaving the vacant house Fixed a crash related to music on the 3rd day Adjusted animations to the player character when the day ends Fixed an issue with ‘freezing’ the character if you attempt to place furniture outside Adjusted the draw distance to see less pop-in, especially with trees Fixed a transparency issue with Bottes’ dialogue in the general store The bed in Boros’ house has been fixed (again) Boros’ hello box has been adjusted A linebreak in the Castled Cake description has been fixed

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Village Monsters – Alpha 2 Release Notes

Here it is! The first Village Monsters demo of the post-Kickstarter era. It’s called Alpha 2, and it’s hopefully a big improvement on Alpha 1. If you’re a Kickstarter backer that has pledged $25 or above you should be getting an email soon with instructions on how to download it. If you don’t fall in that category but still want to grab the latest demo then keep an eye out later this week for some news there. As always, you can send feedback via the in-game feedback system, or to my email, or to my Twitter. I read it all, so send as much as you want! Now let’s look at the big list of changes…

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Village Monsters Alpha 1.06 – Out Now!

The latest demo for Village Monsters, Alpha 1.05, is now out and ready to download. This is the final demo release of the Kickstarter campaign and contains a time shift to the Early Fall, even more fixes & improvements, and some secrets to find. As always, you can grab the latest demo here, and keep reading to view the entire list of new features and fixes

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Village Monsters Alpha 1.05 – Out Now!

The latest demo for Village Monsters, Alpha 1.05, is now out and ready to download. This patch release contains many fixes and improvements received via feedback from the Kickstarter campaign. Additionally, it also contains a rough prototype for gardening, a new type of activity. As always, you can grab the latest demo here, or on GameJolt, Itch.io, and IndieDB. Have fun!

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Village Monsters Alpha 1.02 – Out Now!

Happy Waning Gibbous, Y’all No full moon? Big deal! I can release a new demo whenever I want, and that’s exactly what I’ve done! Ok, so this is just Alpha 1.02 which contains the core features of Alpha 1 + some extra bugfixing, polish, and even a few new features Go download it! As with Alpha 1, it comes with the usual warnings: there’s plenty of missing content, placeholder features, bugs, and more. However! The game has reached a level of stability and features that I feel comfortable graduating it from Pre-Alpha to Alpha

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WERE-RELEASE #4 OUT NOW – “FLOWER”

Happy full moon, everybody! A new full moon means a new version of Village Monsters for you to have fun with. I’m happy to announce that the latest Were-Release (what is this?), code named “Flower“, is now officially released. Go download it! As with all the other pre-alpha releases, things are still very early. Expect a lot of unfinished or straight up missing systems and features. If you’re interested in following games in early development and want your feedback to shape a game then I’d love for you to take a look! Otherwise, maybe wait until it’s closer to the final release This is also considered a minor version, meaning that the focus was on polish, bugfixes, and new content. You can expect the same overall structure and feel of the game to be similar to the last release. The next major release is scheduled to come out this Summer, so be sure to get in any feedback or suggestions before then. Have fun! “Flower” RELEASED: May 10th, 2017 Download:  Windows | Mac (Soon!) | Linux (Soon!)

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WERE-RELEASE #3 OUT NOW – “PINK CROW”

Happy full moon, everybody! A new full moon means a new version of Village Monsters for you to explore. I’m happy to announce that the latest Were-Release (what is this?), code named “Pink Crow“, is now officially released. Go download it! As with past releases, things are still very early. However, unlike past releases, Pink Crow is much more indicative of the game I’m making, and I’m really happy with what I was able to get done in the last couple months or so. The truly massive change log can be found below, but here’s a summary: nearly everything is different and new. If you’re interested in following games in early development, and want your feedback to shape a game in the making, then please take a look! “Pink crow” RELEASED: April 11th, 2017 Download:  Windows | Mac (Soon!) | Linux (Soon!) What’s New? Major Player movement has been completely revamped with new actions, better feel, and a new collision system Gamepads are not only support now, but are actively encouraged Many system simulations are active, including time, weather, lighting, and more Lots of really rad music has been added thanks to ETI user permanight A toolbelt has been added to access your various tools, like your net and fishing rod Oh yeah, and there’s fishing now. Equip your rod and go find a body of water New critters to find and catch Lots of new items and objects to pick up, throw, kick, or otherwise look at Hey, there’s a raft now Several new villagers have moved into town. Say hello! The village area has been trashed and completely remade with new buildings, decor, and lamps, and more Nearly every single sprite has been either redone entirely or improved (they’re still bad. sorry) You won’t be teleported randomly around when exploring or exiting / entering buildings Lots of…

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Were-Release #2 Out Now – “Snow”

Happy full moon, everybody! A new full moon means a new version of Village Monsters for you to explore. I’m happy to announce that the latest Were-Release (what is this?), code named “Snow“, is now officially released. I’m very proud of what I can share with you today, but I also want to stress that this is still very early. It’s not exactly brimming with content quite yet! Still, if you’re interested in following games in early development, and you want to provide feedback to shape a game in the making, then please take a look! “Snow” RELEASED: February 10th, 2017 Download: Windows | Mac (Soon!) | Linux (Soon!) What’s New Player & Actions Basic character movement (WASD) Includes sprinting (hold Shift), creeping (hold Control) Press the Middle Mouse button to move the camera around Dynamic Camera Follows the player and slightly lags behind Use the middle-mouse button to move it around “Shaky Cam” system implement for some actions Player Action – Talk Get near a villager and use the X key to talk to them. X also advances the text Player Action – Interact Currently the only object to interact with is Dragon’s Hoard, the claw machine in the building with Mock Use the X key to interact with it Player Action – Grab / Pull Currently can only grab/pull a box. Use the X key when near a box to grab it Player Action – Swing Net Press V to swing your net Critters caught by your net are added to your inventory Player Action – Throw Press F to throw the ball Requires to pick up the Dog Ball and make it active Villagers, Dog & Other Critters Two new Villagers Mock, the depressed goblin “Sign”, the unnamed – but still angry – Sign A more complete Dog Dog snoozes when bored Dog wags its tail faster when ball is picked…

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Introducing the Were-Release

No development can be done in a vacuum, and with games player feedback isn’t just important – it’s absolutely necessary. Doesn’t matter how much I think a thing is fun if nobody else does! To this end, I’ve committed myself to publish a new build to this site for everyone to play with each month. This fits well with my overall “sorta-Agile” strategy of iterative and rapid development, and it’s the right length of time to delivery substantially new releases. But then I thought – you know what? Just doing something every 30 or 31 days is kinda boring. What if I tied to some monthly thing so it’s easier to remember and a bit more of an occasion? Then it hit me – in a manner of speaking The full moon happens each month! Sometimes twice! Tying a monthly release to the full moon seemed to strike the right kind of balance between “weird” and “sorta makes sense, actually” that I try to live every day by. I’m calling it the Were-Release. I don’t like that name anymore than you do, but it’s here, and we best just get used to it, ok? The latest Were-Release can always be found on this page, and guess what? There’s already one there! The Were-Release for January, Wolf, has been uploaded to the site and is ready to be downloaded. Be warned: This release, and likely all Were-Releases, will be rough and are not exactly release candidates. But play around with them and make noise in the comments if things are cool, suck, or just plain broken.

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