That's awesome, thanks again for the offer, I'll make note down for the release.
Joel J Games
Creator of
Recent community posts
Hey thank you, and congratulations on making it to end of the demo! It's getting published and a physical release, so should be available in the next couple of months! I can't wait to get the full game out there and share more details!
If you do get the chance to recommend it to anyone, it'd be very much appreciated!
Here you go – https://joelj.itch.io/tessarium/devlog/1561172/tessarium-v141-isometric-shapes-prefab-import
Thanks for the suggestion!
Of course, I'm expecting to have the final ROM finished this weekend, it's just in final QA testing passes, typos, minor things like that, and it takes a really long time to play through! I should have details on the release coming with a month or so, and I've got a launch trailer and some other exciting things to drop later this month!
Hey, clicking outside the canvas to either pan or to drag marquee selections has been added in the latest version, thanks for the suggestion!
tessarium-is-version-one
Thank you, I really appreciate that. The other main tile apps never quite clicked with me either, so a lot of this has come from trying to make something that feels easier and less of a fight to use for the way I work, reducing that barrier between creating something in pixels artistically and working quickly. Really glad it’s helping you!
Great to hear!
Yes, so if you hold down CTRL or CMD when you drag an area, that's the 'tile' based mode for most tools. So with the marquee/select area it'll do it by snapping to tiles rather than pixels, and for fills like the dither, or shapes, it'll do it snapping to tiles. Hopefully that solves your problem, but I'll also add mouse clicks outside of the canvas to the list too.
The Terrain tools should be easy and quite intuitive to use, I always got a bit confused with other implementations. Similar to the Frame UI tool, but with customisable randomisation support, so you can choose to shuffle the tiles, or lock them, and also link together if they're tiles that only work when next to each other.
Hi vernSL, thanks for the interest! It's a little too early for me to tell for sure, until I have some other people run through it in the QA testing who don't know exactly where they're going, how to solve everything etc, at a guess, 5–7 hours depending on thoroughness? However it's very choice based and there are multiple endings and difficulty levels to encourage replayability.
Hi Russ, it'll be coming out as a physical release next year, but I'd expect the announcement and details to be a few months into the new year, once I have the final version it'll still need lots of testing and inevitable bug fixes, and I've got a manual, trailers etc to put together too.
Thank you for staying interested all this time!
Thanks so much for your patience and for continuing to ask about a digital version, I really do appreciate it. To be upfront: when Tales of Monsterland DX launched, I’d been told digital was on the cards and would follow, which is why I reassured you it was coming.
I’ve only very recently been told by the publisher that their plans have changed, and they no longer intend to release digital versions. I know that’s disappointing, it’s not the news I wanted to share after a year of saying ‘soon!’, I was simply passing on what I’d been told at the time.
I’m really glad the game got a physical release, but I absolutely hear how much players wanted a digital option. If that changes with the publisher or once my contract ends and I’m able to offer it myself, I’ll post an update here, or if you’d like, feel free to drop me an email and I’ll make a note to let you know directly when that time comes.
Thanks again for sticking with it and caring about the game. It really does mean a lot.
– Joel





