Saying no to multiplayer and open world despite the WoW comparisons people keep throwing at you takes actual discipline during a Kickstarter, when it's tempting to just agree with whatever backers want to hear. Letting backers co-design a potion, spell or NPC dialogue line is a much smarter tier than the usual "put my name in the credits" reward too, it actually leaves a visible fingerprint in the game itself.
FenDev
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Auto-switching the active texture based on whatever surface is under the cursor is the right default for multi-material meshes, since manually swapping textures mid-paint is exactly the kind of friction that breaks flow in a texture painting tool. Also you're shipping patches almost daily this week, going from 1.1.0 to 1.1.6 in under two weeks is a rough pace to sustain for a solo Blender add-on but it clearly shows in how fast reported bugs get closed out.
Pricing 35 hours of hand-drawn content at $14.99 is going to bite you a little on the "value per hour" spreadsheets people run, but it's clearly a deliberate stance against the microtransaction playbook that's normal in the cozy/fashion genre, and that consistency is worth more long-term than squeezing a launch week. 450 fabrics and 350 accessories made in-house is a genuinely wild amount of asset variety for a small team to hand-produce.
Funny seeing half the comments push for combat and dungeon tiles when everything you've shipped so far, barns, biomes, farming products, has stayed firmly in cozy-village territory. Might be worth treating combat as a separate spinoff pack rather than bending the core style, since a lot of buyers probably picked this up specifically because it wasn't a dungeon crawler asset set.
Pulling those early flare duels out of the demo instead of leaving the demo forked from the real progression is the right call even though it's a downgrade on paper, a demo that lies about pacing does more damage than one that's just shorter. Also respect for auto-converting SCM to Scrap instead of just wiping it during a currency rename, that's the kind of detail that's easy to skip when you're this deep into a pre-launch crunch.
Choosing a full rebuild over patching an unstable codebase is a call a lot of devs put off way too long, so good on you three for actually pulling the trigger on it instead of bolting more features onto something shaky. A voice-acted tutorial is a surprisingly rare touch for an idle/clicker like this, that alone should help first-time players stick around past the first few minutes.
The writing-then-coding-then-art-in-big-chunks experiment for ch3 is a really honest thing to admit didn't work, even without hurting the narrative -- not seeing it come together in real time killing the fun makes total sense, that feedback loop is usually what keeps solo devs going. Good on you for still finishing the skeleton despite it being the less enjoyable process this round.
Skipping the redraw on unchanged screen regions for C2P plus dropping the vblank wait in the render loop is exactly the kind of unglamorous work that actually matters on real Amiga hardware, and getting 50% from that instead of new content feels like a great trade for the anniversary. Also nice touch telling v0.9.2 owners they don't need to regenerate assets, that's a small courtesy a lot of devs skip.
Respect for being upfront about the keyframe ID bug instead of quietly patching it around it — telling users they'll need to recreate keyframes after loading old pxo files is the kind of honest breaking-change note a lot of tools skip. The gradient tool and Aseprite export both feel like real workflow asks finally landing, not just filler features.
Six new enchantments this deep into the game's life is bold from a balance standpoint — every new modifier interacts with the whole existing enchant pool, so the playtesting matrix on that alone must've been rough. Shipping a full new quest alongside it instead of just calling it a content patch shows this is still getting real dev attention, not just maintenance mode.
Buffing Dragapult/Pyukumuku/Zangoose by opening up new deployment tiles instead of just cranking their numbers is the smarter lever here - it fixes the "never picked because it can't go anywhere useful" problem without power-creeping the whole roster. Way easier to walk back a health nerf later than to walk back a tile unlock people already built strategies around, so respect for going that route.
Stacking the JSRF bonus on top of the per-discipline one is a neat way to reward well-rounded builds, but yeah, needing a clarification post on your own bonus math is usually the tell that it needs a second pass - I'd probably fold JSRF into the discipline bonus itself rather than track two numbers per roll.
Ranged units are always the annoying ones to bolt onto an existing RTS template - kiting logic and aggro range tend to break whatever pathfinding you already tuned for melee. Curious if you're designing these enemy sprites with a specific attack range/behavior in mind or leaving that entirely up to whoever integrates them.
Picking the demo date around Spooktober instead of just going ASAP is smart - so many good VNs get lost in that flood every October. The "please replay from day 1, old saves might break" warning is such a familiar VN dev headache too, once you touch early relationship scripting there's no clean way to patch old save states.
A free-placement + layer-ordering system with no touchscreen or mouse cursor sounds genuinely rough to make feel good on Playdate - that's the kind of interaction that's trivial with a mouse and a real pain with just the crank and d-pad. Storing removed furniture in inventory instead of just deleting it is a nice touch, saves people from "wait I paid for that" rage.
The hardcoded ability numbers blocking the currency/upgrade system is such a relatable trap - that stuff always feels fine until the feature that needs it to be flexible finally shows up. Good call splitting mechanics into smaller chunks too, "simple" features eating weeks in testing is exactly why scope creep sneaks up on you.
The "sandbox that's fun to build but not a game" trap is so real — way easier to keep adding systems since each one's a fun problem to solve than to stop and ask if there's an actual goal loop underneath. Good on you for trusting the GodotFest feedback over your own attachment to the mechanics you'd already built.
Just read through the Alpha 15 notes — that's a big scope for one update. The wound/bleeding rework (injuries not always needing to be tended, but risking bleeding out) sounds like it'll add real tension to crew management. Also respect for tackling the day-length rebalance head-on instead of just patching around it. Good luck chasing down the rest of that memory leak, those are always the worst bugs to pin down. Following along!
I really liked the atmosphere of the game. The music fits perfectly and helps create a unique feeling throughout the experience. There were a couple of moments where I felt a bit lost about the outcome of my actions, but it also made me curious to keep going and see what would happen next. The game has a lot of personality and leaves an impression. Great work!
Really polished game with a great atmosphere. The art, music, and sound design work very well together, and the gameplay feels challenging in a good way. I especially liked how the tutorial was integrated into the world itself. I think making the dash a bit more forgiving could improve the flow. Great work!



