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Hey, mates!
Today, we'd like to talk about New Year's resolutions. We know it's almost the end of February, but time flies! Besides, we actually made our resolutions back in December. At that time, Ivan the programmer was coming up with a big plan of features and tweaks we'd like to introduce to Craftomation 101 before the v1.0 release.
We already mentioned certain ideas from this master plan in our previous piece but we have developed these ideas since, and had them entered in a document - that's how serious we are! Here, we've even made a (quite literally) shiny new art for the Steam page:
Here's the old one, so you can compare them and see that we mean business:
Below, you will find some highlights from our list of next features. Some of them are definitely making their way to the game. Others still need to be tested to make sure they're fun. But we're equally excited to try out all of them, and we hope you'll have a fun ride along with us!
Hey, mates!
This edition of our developer diaries is quite deliberately named after the iconic (and totally fake) robot holiday from Futurama. Because it's the holiday season, and robots are playing a growingly important role in our lives, they deserve a holiday of their own, don't you agree?
You can post your ideas for alternative names in the comments, and we'll keep telling the story of Craftomation 101. It was quite an important year for us, as the game was released into Early Access on Steam.
Even more so, it started coming into shape, thanks to your generous feedback and a bit of hard work.
About a month ago we released the coolest update for the game so far. It is so cool that it introduced 2 new types of frozen areas for you to warm out. This system is a result of weeks of experiments and it comes to replace the infamous Thorns (along with a weird thing called Ancient Ice). After many experiments with them we came to the idea that progressively colder areas felt more intuitive.
So now the planet is effectively more icy and even more lifeless. We hope you enjoy it!
That also led to rebalancing existing heating elements, such as Bonfires and Furnaces. We even introduced new visuals for their area of operation - and then changed it again in another update, for your convenience. Now the preview shows the final state of the affected tiles, instead of the heating level change (which makes sense with the new climate zone system):
Heating elements will keep evolving further. We have spent a lot of time drafting a content plan for the game. Although the details may and will change as we go, we now know the general direction in which we will be heading. More on that below.
The biggest mission for the next few months will be to build a more fluent system of objectives. One target effect is to bring together various gameplay mechanics that sometimes feel like they work independently in their present state.
For example, remember the Sulfur Source? Once you unlock it, it's kinda just sitting there. Which is a behavior expected from a mineral but it is not very fun. So, since managing that zone also implies working with various kind of organics, our idea is to replace the Source with something more alive. A giant tree? A giant forest? A wise giant turtle (not likely)? Ideas are very welcome: let us know in the comments or on our Discord server!
Introducing this thing will most likely lead to a separate line of objectives which will not be like the ones given out by the Command Center at the moment. One of the concepts we're going to experiment with is to ask for a certain amount of items to be provided per second, in the hope of motivating the players to experiment with balancing harvesting and crafting various objects.
Another idea for new kinds of tasks is procedural goals - when a player will be asked to provide a random-ish number of random-ish items and write a program for CraftoMates, that will allow them to properly detect what needs to be delivered.
Proceeding to the Volcano will also imply a new structure for the objectives though this is still rather early in the works. But what's definitely coming soon is several new types of heating elements, so you could experiment more with the new climate zones and optimize heat levels in different parts of the map.
We do have a long backlog of ideas that we have plans to experiment with next year. Like adding more minor mechanics that will let interact with the environment in different fun ways (one word: dynamite!). The Brewery could use a renovation, both in terms of mechanics and visuals. And we still owe you that bonfire-carrying ability for CargoMates! It's coming, too. Highly likely.
It was a good year for Craftomation, and the year 2025 is promising to be even more interesting. Happy Holidays, mates, especially to those of you celebrating Robanukah!
Hey mates! Here's the latest update for Craftomation 101, which fixes some important stuff:
Hey, Mates!
We hope this year was good for you, and you managed to preserve eyour functions despite all the variables!
In any case, you deserve some quality playtime. Conveniently, Steam Winter Sale is here, and Craftomation 101 is 23% off until January 2:
https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/
And if you're looking for a gift for a geeky mate (even if that friend is yourself), our other games have discounts, too!
https://store.steampowered.com/app/619150/while_True_learn/
https://store.steampowered.com/app/1150090/Learning_Factory/
Happy Holidays!
Hey mates!
We promised you that in our last developer diaries, and here it is! The new cold and heating system is now in the game, and we can't wait to hear what you think of it! More on that below.
Warning: Unfortunately, this new system changes the game so much that the older saves are incompatible. We added an option to convert old saves and make them playable in the current version, but doing so may result in bugs (errors, not insects) emerging on your map. We apologize for any inconvenience, Early Access can be a bumpy ride (to making an awesome game)...
Hey mates,
If you're reading this, you've got an awesome chance to grab Craftomation 101 for a handsome price. It's Steam's Autumn Sale, after all!
Go wild:
https://store.steampowered.com/app/1724140/Craftomation_101/
You can also check out other games of ours, they're all on sale too:
https://store.steampowered.com/app/1150090/Learning_Factory/
https://store.steampowered.com/app/619150/while_True_learn/
https://store.steampowered.com/app/588560/VRobot_VR_Giant_Robot_Destruction_Simulator/
Hey mates!
While we're working on some major new gameplay features, please enjoy this update that brings a lot of optimization to the game.
Hey, mates!
The last couple of months were pretty intense for Craftomation 101. We got featured on Steam's main page for a while, we participated in a programming-themed event (that also got featured on the main page).
But most importantly, we released not one but two major updates, in which we introduced new mechanics, reworked the old ones, and added some long-awaited QoL improvements. It's been a wild ride, so let's try and summarize it all up.
It sounds somewhat ironic but we quite literally started this cycle of development by dealing with weeds. Those thorns that we had initially introduced to add more challenge to the game, turned out to be in the specter between annoying and frustrating.
So now there's an option to permanently deal with those pesky Bushes, or use them as a source of Thorns that can now be used for producing Fire.
But adding new ways to deal with Thorns (including a special brew known as Uproot Beer) has not solved the problem of them being frustrating, Thorns still felt out of place. Reinventing them would mean creating the whole gameplay mechanics from scratch.
The initial goal of introducing Thorns was to add more challenge to the game and stimulate the players to warm out map tiles more efficiently. So, after weeks of discussions, we remembered similar mechanics from earlier prototypes.
Were now about to introduce a new system of snow, in which some areas will be more frozen than others. Heres a work-in-progress example of how it will look:
This would mean rebalancing the Bonfires and improving the heat map but this system looks and plays more intuitively than the current mechanics. With it in place, the Thorns (and also Ancient Ice) will most likely disappear from the game in one of the next updates, so take your time to say goodbyes!
As for another mechanic that we introduced in September, its a keeper. We mentioned them more than once already but now you can finally try them for yourself: Ale Sprinklers disperse whatever Ale you load into it at an area on the map. This opens a whole new level of organizing your base: create dedicated areas near the resource where CraftoMates work faster? Sure, do that!
[previewyoutube=xZBpM6nLmTI;full][/previewyoutube]
To enrich this part of the game we changed the effect of Primordial Ale: now it slowly replenishes the battery of your robots for 2% per second, for 45 seconds. Wanna try making an area with auto-charging for your CraftoMates? By all means, do that too!
And then, of course, there're new programming tools. The uncombine command allows you to disassemble an Object into its components.
We also added 'any object' and 'nothing' categories to Object categories (e.g. in Variables): you can now make a bot check whether its' hands are empty, whether a selected tile contains Objects, etc.
CargoMates have dedicated commands for checking the amount of items in their backpacks. Oh, and in one of the next updates they'll learn to drag Bonfires around, too (although they don't look very excited by this idea):
Last but not least: let's talk about those UI/UX improvements. The word around indie devs today is that in 2024 users are becoming more demanding of the quality of Early Access titles. Craftomation 101, on the other hand, is an old school, polish it as you go kind of an Early Access game. That means some pretty obvious and intuitive features take months to implement - sometimes due to technical limitations of the engine, sometimes because we get too carried away by improving the gameplay.
Hey mates! This content update comes with a new frozen robot, more flexibility for Variables and vital QoL improvements:
Hey, mates!
Today we have a small patch note with one interesting change:
Hey mates!
If you're following our news for some time, you might know that in our spare time from making games, we're also organizing an event that gathers games about programming, automation and engineering.
This year it is dedicated to Ada Lovelace Day, celebrating the first programmer in the world. We've got over 80 participants this year, and you might find some familiar names and hidden gems there:
Hey mates,
In this update, we added 3 new programming blocks, and that is not even our final form! These three just lay the foundation for some more exciting ideas that we plan to introduce until the end of the year.
In the meantime, check out the new blocks and let us know what you think of them in the comments and on our Discord server.
[previewyoutube=dm4CbOJUd3k;full][/previewyoutube]
Hey, mates!
Today we're adding a whole new entity to the game, with the potential to change the way you interact with your CraftoMates!
[previewyoutube=xZBpM6nLmTI;full][/previewyoutube]
Hey mates! This update is basically dedicated to Thorns and how to get rid of them... Though maybe you'll want to keep some of them, with all the changes we made:
Hey mates!
It's been some time but we spent it productively!
Remember summer reading programs? In a way, that's what we were doing: reading lines of code, reading your feedback, sometimes even trying to read the cards, asking them to show us the way! Ok, maybe the last one didn't happen but we were observing user reviews on Steam closely (please keep them coming!), along with conducting internal tests. More on this below, but first we'd like to discuss something more exciting: new content!
Hey mates! This update brings an array of small changes, which make Craftomation 101 a better game!
Hey mates! Unlike the previous update, this one's pretty big: we have reinvented Variables, and shaken the Upgrade Tree really well! Please share your thoughts in the comments, on the forums, or on our Discord server!
Hey, mates!
The last couple of sales were especially rich with precious, precious feedback from our new, and not so new, players. That subsequently led to extra time for head scratching, and then the great bug purge began, with the occasional break for QoL renovations.
Anyway, here are the first (but not last!) results of our processing your generous feedback:
Hey mates,
Although the hotfix we just released was the main reason for this post, there's a bunch of awesome Craftomation-related news today!
Hey mates!
The most exciting things in this update are happening deep in the game's code: hopefully, it will make your playthrough smoother and more comfortable!
Hey mates!
We cannot stress enough how your feedback is important to us! Early Access is a strange dance: we roll out features that we think will be fun to play, listen to what the community has to say, and then we throw out everything that is not fun, plan out new features, and repeat the cycle.
Take this feature that allows a Craftomate to pick up and/or eat a Storage unit, if there are no items inside. At first, we thought it was hilarious and fell in line with coding logic. But then this year's Steam Summer Sale happened, and we received a bunch of negative feedback from the players frustrated with their Storage being eaten.
Which is why this little hotfix is out, preventing such situations from now on. We hope that it will make Craftomation 101 more fun and less frustrating but hey - it's your call! Leave us a comment, or talk to us directly on our Discord server. No piece of feedback is left behind!
Having heard of this news, our programmer Ivan took a break from his vacation, parked his car in a reasonable and a safe way, and made this hotfix for you. Here's what it looked like:
And if you're ready to give Craftomation 101 a shot, don't forget it's discounted by 22%, due to the aforementioned Sale:
https://store.steampowered.com/app/1724140/Craftomation_101/
Until we meet again!
It's that wonderful time of the year again, everyone! Time for picking flowers, enjoying the time in the sun, and (or?)... buying bulks of awesome games!
We mean Steam Summer Sale, of course, where you can get Craftomation 101 22% off the price, and all the DLCs are 12% off too:
https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/
Come one, come all! Make this summer count!
Hey mates!
This update is especially exciting for us, as it introduces 2 features that you've been asking for so many weeks!
You probably saw the "Add to your wishlist" message several times here on Steam. But what are all the developers asking it for, should you click that green (or blue) button, what is it?
You can add the game to the wishlist right here:
https://store.steampowered.com/app/1724140/Craftomation_101/
Or you can do it on the game's page just under the video trailer, like this:
Hey mates,
Although the past month was not very rich with new content for Craftomation 101, it was very important for the game. We released one very long-awaited feature and took some time to reflect upon what was already done, add the outcomes we took from your very generous feedback, and lay out long-term plans.
Hey mates! Here's an update with a few listed feature, but for us, the devs, it's a very important one.
You probably saw the "Add to your wishlist" message several times here on Steam. But what are all the developers asking it for, should you click that green (or blue) button, what is it?
You can add the game to the wishlist right here:
https://store.steampowered.com/app/1724140/Craftomation_101/
Or you can do it on the game's page just under the video trailer, like this:
Hey mates!
Here's a great news to start the week: due to Valve's Open World Survival Crafting Fest, the 21% discount for Craftomation is extended until June 3! Use it wisely:
https://store.steampowered.com/app/1724140/Craftomation_101/
Hey mates!
If you're reading this, you probably like puzzle games. In which case, we suggest you'd like to check out Cerebral Puzzle Showcase, which gathers around all kinds of mind-bending games on Steam!
Of course, Craftomation 101 is participating as well: you can grab it with a handsome 21% discount, which will last for whole 10 days:
https://store.steampowered.com/app/1724140/Craftomation_101/
Let there be games!
Hey mates! This update adds one major feature to the game, the one that you've been asking for since release! We're very excited to know if it will make your terraforming adventure more comfortable, so please update soon:
Hey mates!
It's spring in our hemisphere, so this update will be colorful, like flowers in bloom! Only it's not flowers, but robots.
Anyway, we've released a new update, please check it out and let us know what you think - your feedback is fueling the development of Craftomation 101!
Hey mates!
We love releasing our games to Early Access at Luden.io! Sometimes they can be rough around the edges at first, but that's ok for us: that initial release is just another milestone on the roadmap. We were updating Craftomation 101 every couple of weeks even before it became available - for no one to be seen, except for us and a handful of playtesters.
After the game landed on the virtual shelves of Steam, we took a side-quest for extreme post-release bug fighting, but now we're back on the usual track, planning to release updates for the game every 2-3 weeks. So let's check out what's new in the game, shall we? But first, take a second an enjoy this special picture that we made to celebrate the International Day for Human Space Flight:
Hey mates,
This is one of those times, when the heading says it all! Random act of spring kindness: Craftomation 101 is 20% off for this whole week, and DLCs are 10% off, too!
https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/
https://store.steampowered.com/app/2795690/Craftomation_101_Art_Pack/
https://store.steampowered.com/app/2795680/Craftomation_101_Soundtrack/
https://store.steampowered.com/app/2832980/Craftomation_101_Mega_Map_of_SelfReplicating_Machines/
Get one of them, or get them all! Tell a friend! Have fun, and let us know how you like it.
We wanted to throw it last week to celebrate the International Day of Human Space Flight and even made a special art for it (see below)... But then we decided to give that update some more playtesting. Besides, robots really started conquering space a bit later than the first human got there, so it only made sense. And they're doing a heck of a job too! Just look at those handsome shiny beasts:
You probably saw the "Add to your wishlist" message several times here on Steam. But what are all the developers asking it for, should you click that green (or blue) button, what is it?
You can add the game to the wishlist right here:
https://store.steampowered.com/app/1724140/Craftomation_101/
Or you can do it on the game's page just under the video trailer, like this:
Ahoy, mates!
Slowly, but steadily, we're setting up the rhythm for regular content updates of Craftomation! This time we bring you new content: another obstacle and yet another command for overcoming it!
Ahoy, mates!
It seems like this is our very first public update (hotfixes don't count)... So exciting!
We're going to start small though: a few QoL improvements that hopefully will make your playthrough more comfortable.
That big war with bugs, however, goes on the very moment you're reading this. We will prevail in the next updates!
You probably saw the "Add to your wishlist" message several times here on Steam. But what are all the developers asking it for, should you click that green (or blue) button, what is it?
You can add the game to the wishlist right here:
https://store.steampowered.com/app/1724140/Craftomation_101/
Or you can do it on the game's page just under the video trailer, like this:
Releasing a game is pretty much like throwing a party. You hang around some decorations (set up a page on Steam), plan the entertainment (prepare the game build), maybe invite a popular DJ (that would be content makers from YouTube/Twitch/TikTok). And then, when the time is due, you open the doors, expecting to see a hyped crowd.
What could be your worst nightmare at that moment? To see no one there, that's what. Were we afraid of it? You bet. But everything turned out to be alright!
Let's be honest: Craftomation 101 is a different kind of a game. We're no Fortnite, nor are we The Elder Scrolls VI (if you're reading this, Mr. Howard, please consider sharing more details about that game!). It's a game about programming. It's an Early Access title, too, meaning that only a small portion of the game would be available by the time we'd start selling it for money. We did see a decent amount of wishlists, but that's no guarantee that a game will spark interest in the players hearts.
With that in mind, we were prepared for the worst: that metaphorical empty space instead of a bunch of people with sparkles in their eyes and money in their hands. Fortunately, we were wrong. Even more so: despite all the bugs and bumps in game design, our players turned out to be very forgiving. We received a bunch of reviews in which people would meticulously list all the flaws in Craftomation 101, and still leave a thumbs-up review.
What is there to say? Thank you. Thank you! Thank you!!! Now we know that something clicked, and we're on the right track.
It also means that now we simply have to push this game to v1.0 release. It's probably gonna take some time, because Craftomation 101 is being developed by a new team at Luden.io, and it's a very small bunch of 3 people (with some occasional help from our very supportive peers).
It is also our first released project made in the wonderful Defold engine, and some bugs we're facing are quite unique, too! For example, we received a bunch of crash reports, that we struggled hard with, but weren't able to trace back for some time. The game would just crash upon launch and it seemed that nothing could fix it.
Turned out, that Defold has a feature of checking inputs on a user's PC, looking for connected controllers. If a user had some unexpected hardware connected - say, a joystick for flight simulators - the engine would crash: apparently, this is an issue for every game on Defold out there.
Luckily, Defold's team is very supportive and responsive, and this bug will hopefully fixed soon.
Craftomation 101 is now one week old, but it's already attending events!
There's a 'Dinos vs. Robots' fest happening on Steam right now, and you're so invited!
Especially since Craftomation 101 launch discount was extended for another week, and you can buy it 10% off - for yourself or your significant others!
https://store.steampowered.com/app/1724140/Craftomation_101/
Get yourself some awesome games! See you at the event.
Hey mates!
Working on a game is full of wonderful discoveries! You can test your game on hundreds of people with hundreds of PC configurations, but when you release it to Early Access - thousands more arrive, discovering awesome new ways of breaking Craftomation 101.
Our response? More bug fixes, of course! Here's what's been fixed in v0.71.9:
Hey mates!
These days we work especially hard, fixing the bugs reported by you! Oh, these unforgettable first days in Early Access, the endless source of good memories and, sometimes, a reason for going into therapy!
Anyway, here's the list of pesky bugs that v0.71.7 aims to fix:
Update v0.71.4 is alrady on air:
Hey Mates!
This is not a drill: Craftomation 101 is finally in Early Access, you can buy it, play it, own it, gift it to your significant others, etc., etc.!
[previewyoutube=NQv6b22HTeE;full][/previewyoutube]
Honestly, we don't know what else to say, as we're overwhelmed with excitement!
Oh wait, there's a couple of things to mention. First: there's a 10% launch discount, which will last not one, but two weeks! Tell your friends, it is time:
https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/
Second: we'd like to know what you think of the game! We're a tiny studio, so we do not usually spend tons of money on marketing research. Instead, we listen to our players and improve the game with a little help from them!
No message is left unread on our Discord server, and you're officially invited to chat with us.
And if you don't feel 100% sure about buying Early Access version - that's totally understandable! In that case, don't forget to add Craftomation 101 to your wishlist, so you don't miss the day when it gets released in full glory:
Last but not least: if you enjoy our artwork and music, there's now an option to have them in your library, too:
https://store.steampowered.com/app/2795690/Craftomation_101_Art_Pack/?beta=0
https://store.steampowered.com/app/2795680/Craftomation_101_Soundtrack/?beta=0
We hope you'll enjoy playing Craftomation 101 just as much as we enjoyed making it for you! And remember: Early Access release is just the beginning! More awesome features await you in the future.
Stay tuned, and, as always - until we meet again!
Hey mates!
So, you probably know that Craftomation 101 is heading for Early Access on February 19? Because we're serious about it. Save the date, it's happening!
We also might've mentioned that adding the game to your wishlist will ensure you won't miss the launch (and the corresponding discount) and give our team a virtual pat on the shoulder.
https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft
So, don't hesitate to do that if you like the game - and play the demo if you're not yet sure about it! After all, Craftomation 101 is an unusual game. And going for release seems a great moment to look back and follow Craftomation's transformation from this
to this:
[previewyoutube=DcffdlQkl-8;full][/previewyoutube]
Hey mates!
We won't waste too much time on introductions this time, as the elephant in the room needs to be addressed to: Craftomation 101 is coming to Early Access on Steam on February 19, 2024!
Save the date! Tell a friend! Plan a vacation, maybe? And by all means, check out our brand-new trailer:
[previewyoutube=NQv6b22HTeE;full][/previewyoutube]
Hey Mates,
Our hands be shaking with excitement as we're writing these lines. Our eyes are goggled from the sensation of the moment's importance. Perhaps, even our ears are moving from impatience!
More than 2 years of thoughtful prototyping, playtesting, releasing demos, gathering feedback, and doing things all over...
These last days of 2023 feel like we found ourselves in a reverse situation from the Interstellar movie: the time seems to move at normal speed, while the number of features and tweaks we add to the game grows with each day passing.
As you probably know from our last post, there's Early Access brewing. In this version, you'll be on a quest to reach and awaken the most steady source of heat on the planet - the almighty volcano (codenamed the Volcano):
The land around the Volcano is now a work-in-progress thing, we're experimenting with some mechanics related to it. We're also trying to make your progress through the game more visually distinguishable, hence the flowers around our magma-nificent friend. But that's not just the Volcano, the whole grass generation system has gone through revision:
There used to be a system for emerging grass that seemed perfectly logical to us but not very intuitive to the players. So we got rid of it, and now it's blatantly simple: heat sources (such as Bonfires) generate higher temperature areas around them that decay the further they are from the source. As shown in the screenshot above, heating areas might overlap, creating more fertile ground.
Since we're talking about graphics, check out these beautiful animated objects that Alex the artist made for us. Shiny!
A bunch of new commands made its way to the game, too, including the long-awaited counters:
Now you can command your Craftomates to check whether the amount items on a cell (be it a source of Objects or a Storage) is more, less, or equal to a target number. The same check can be performed on other Craftomates charge levels. Most importantly, you can make your Craftomates perform an action for a selected number of times.
At the same time, we're experimenting with another concept, codenamed Gearbox. In the game, it comes in the form of a slider that you can use to speed up a Craftomate (increasing energy consumption) or slow it down. We've started contemplating this feature shortly after our playtest back in the Autumn, and the idea was to give the players more precise control of the processes happening around the base.
We had many doubts about whether this feature would work because that's video game development: you never know if it's fun until you play it. And played it we did! And it turned out to be quite interesting to mess around with!
The Gearbox also provides a new level of depth for the ale buffs, although we need to make some changes to it now. This thing (along with another feature to be mentioned below) will keep us occupied until the first week of January, after which we'll stop adding features and focus on polishing the current version of the game.
Actually, it has already begun. In December, Ivan the programmer embarked on a journey to the island of Cyprus, where Luden.io headquarters reside, to conduct a series of playtests among some friendly developers from other tech companies. The results were far beyond our expectations: perhaps, the most heartwarming insight was to see that people are sincerely enjoying our goofy little game - it seems like we're onto something here, and we can't wait to see how you like Craftomation 101 when it hits Steam shelves by the end of this winter!
[previewyoutube=DcffdlQkl-8;full][/previewyoutube]
Another good omen for us was a little story from our Discord, when two very enthusiastic players of ours spent a couple of days hacking the demo and making their way to the content that was not intended for their eyes (yet). We knew it was theoretically possible, but it was so awesome to actually stumble upon people doing it!
If you want to know how they did it (and maybe reenact their glorious deeds by yourself), head to our Discord server and join our friendly team of mates over there:
Back to those playtests, we brought a bunch of ideas for QoL improvements: some stuff to do with copying and pasting the code, along with creating a shortcut for accessing the tree of upgrades. Some of our players experienced trouble with finding it. Hopefully, this won't be happening as often anymore:
That's just an example though, we have some other things, big and small, that we're doing right now to make the game more comprehensive and friendly. For one, as we observed the playtests, we noticed that understanding what each Craftomate does at a given moment is one of the most desired features when it comes to identifying your robots. That's why we're gonna try and implement this into the game before starting on that big all-Craftomate interface we were talking about last time.
Other than that, the plans are: polishing, playtesting, and preparing for the big date, and absolutely no messing with new features! Seriously, we tried experimenting with a feature, and it did not end well (Though we're still going to add it to the game)
[previewyoutube=8NKWAG11UkQ;full][/previewyoutube]
Have a good end/beginning of the year (depending on when you're reading this)! The next couple of months are going to be pretty exciting, to say the least. See you there, mates!
https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/
In the meantime, here's another bunch of things that you can do to help Craftomation 101 see the light of release ASAP:
You probably saw the "Add to your wishlist" message several times here on Steam. But what are all the developers asking it for, should you click that green (or blue) button, what is it?
You can add the game to the wishlist right here:
https://store.steampowered.com/app/1724140/Craftomation_101/
Or you can do it on the game's page just under the video trailer, like this:
Hey mates,
Since it's been less than a month since the previous edition of these diaries was out, we haven't introduced much content to the actual build On the other hand, there have been a lot of discussions, drafting, and decision-making. Some exciting news is waiting for you below!
Hey mates!
The fall is the time for harvest here in the northern hemisphere, and ours has brought a lot of fruits! Watching you enjoy Craftomation 101's playtest was full of excitement and insights! We've made important improvements to the game and started implementing very interesting ideas. Let's talk about that, but first - check out our updated trailer:
[previewyoutube=Kug7FDklUo4;full][/previewyoutube]
If you happened to have participated in our playtest in September, we thank you a great deal, and you're forever in our hearts! More than 500 people joined us that glorious week, which led to fixing a spectacular amount of bugs, and making the difficulty curve smoother. We had spent a lot of time redesigning the map and creating a comprehensive sequence of quests, and we were so glad to find out that over 60% of the players who made it to the late part of the game have pushed it to completion!
After making a series of thweaks based on your feedback, we'll likely put polishing the map aside for some time, so we could finally start working on something truly epic: adding new commands to the program editor, and improving existing ones. More on that a bit later though.
You probably saw the "Add to your wishlist" message several times here on Steam. But what are all the developers asking it for, should you click that green (or blue) button, what is it?
You can add the game to the wishlist right here:
https://store.steampowered.com/app/1724140/Craftomation_101/
Or you can do it on the game's page just under the video trailer, like this:
Hey mates,
Just a quick reminder: Craftomation 101 Playtest is live on Steam, and everyone is welcome to play! Gain access on the game's Steam page:
https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/
Scroll down the game's Steam page a little, hit the playtest button - and you're good!
The version we've got for this very special occasion is almost twice as big in content as the demo! Here's a brief reminder of what is new:
Ahoy, mates!
We know it's been a while, but hey! We bring you awesome news. Remember all that new content we've been talking about so many times? Well, you're about to check it all out by yourselves!
In order to make sure that Craftomation 101 hits Early Access in its best shape, we need to know what you (yes, you!) think of the game in its current state. That is why we will conduct an open playtest on September 11-18! You can sign up right now to get notified by Steam once it starts (scroll down the game page to see the button):
https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/
Here's a brief list of new features that will become available to you in less than 10 days:
Hey mates!
We know that we promised that this edition of Dev Diaries will be about organic stuff too, but one thing led to another, so we all like robots, don't we? This piece will be all about our metal friends and how to make them better and happier workers!
We also promised more screenshots, but that was not completely the truth either. We will post more videos instead!
https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/
The Brewery we talked about so much is finally in the game, hissing with clouds of steam as it is producing all-natural brews for Craftomates! Ok, it's not hissing yet, sound effects are to be added, but there's steam alright:
[previewyoutube=bDy0ouoEOnU;full][/previewyoutube]
There are 2 kinds of beverages at the moment: one speeds a Craftomate up, the other increases their battery capacity.
The effects of Buffs are adding up (whether this stays or not is still TBD), so if you're resourceful enough, you can have turbo beasts like the one below, doing your bidding:
Speaking of beasts, do you remember Cargomates? Those weight-lifting fellas we've talked about so much since last year? Here's a reminder from one year ago:
And here's him now:
[previewyoutube=eZhJyj7e_68;full][/previewyoutube]
We're still figuring out the looks and the exact mechanics for this adorable big fella, but his principal function is defined in its name: there will be a lot of moving heavy stuff around!
Another thing to gaze upon is a bunch of new visual effects we're introducing to the game now: check out new fires, new sparks, and some more Brewery steam (because why not):
[previewyoutube=efSf1fj52DE;full][/previewyoutube]
New frozen art for Brewery and Sulfur Source is also now in the game, in its full icy glory:
We're also redoing cursors in the game, and adding some clickety clicking animations.
Another great news for true programmers: Alt + F4 is now supported in the game. You're welcome!
What's Next?
We're continuing to check the boxes in our To Do for Early Access list. The next month is promising to be quite productive, too!
First, we will add another resource - Copper - which will call for a reworking of crafting.
Bonfire mechanics is also going to be changed, so the Bonfires could burn different kinds of fuel.
Some new features for Craftomates interacting mechanics are also in the works. We're working on a new Command that will allow a robot to check the current state of a growing piece of organics. A Craftomate will thus be able to detect whether a plant needs water.
A modified version of Find Command will allow you to instruct Craftomates on where to take resources from a source, a Storage box, or pretty much anywhere in the field.
We're very excited to see how all those features will play out! We're even more excited to know what you think of them! Join our Discord to chat with us follow the latest updates on the dev progress.
Here's a another bunch of things that you can do to help Craftomation 101 see the light of release ASAP:
Hey mates!
Craftomation 101 was always a game about terraforming a frozen planet. However, up until recently, there wasn't much well, terraforming in the game. The ice was melting, the grass was growing - those who made it far enough in the demo would even plant a couple of lonely trees. And that was it.
But you didn't think we'll leave it that way, did you? Because the updates of both the past and the upcoming month are all about organic stuff! And some robot drinks, too.
If you're familiar with independent games, you probably know that January is the magical month for us developers: the holiday fever is over, the major game releases usually don't happen until early spring it's the perfect time for cute little projects like Craftomation 101! And this year we did our best to seize the moment.
[previewyoutube=9LTUcj_b2KA;full][/previewyoutube]
You may remember that we have officially frozen the content of our demo, so we could concentrate on preparing the game for Early Access release. That is, with one exception: Base Builder Fest on Steam seemed like the perfect event to show off Craftomation 101, gather feedback from our awesome players, and sync our vision with theirs, so we could ensure that we're developing the game in the right direction.
Tl;dr - it was a great ride!
Ahoy, Mates!
As you might know, Craftomation 101's demo conent is now forzen, with no new updates expected before we hit Early Access.
With one exception!
Base Builder Fest is held on Steam on January 23-30, and our little game is part of it. What an honor! In fact, we felt so proud, we decided it deserves a big update, so here it is:
Come on, we all knew it would happen eventually! We've had great time around with the alpha version, and it helped us push the development forward a great deal. In fact, almost to the brink of Early Access launch - it is expected in the first half of 2023!
And that means that we're heads down in the development and polishing stuff, and doing other release thingies. That means, that free demo content is officially frozen.
[previewyoutube=wT81fR0hFJQ;full][/previewyoutube]
If you have read our Dev Diaries, you probably know what's it all about. If you haven't (though, seriously, why not?), here's a short Q&A:
What does it mean? The demo will still be available to everyone on Steam and itch.io, but there will be no public content updates.
You said public? Will there be a version with restricted access then? Very likely. More on that later though. Join our Discord server, to make sure you don't miss an opportunity to gain access!
Will there be updates for the free demo again? Why, yes! We're planning to release new content and give everyone access to it as part of celebrating Base Builder Fest on Steam on January 23-30, 2023! Save the dates and come play!
And if you want to keep up with the development process (see the latest updates, screenshots, or just chat casually with the devs), our Discord server is the place to go!
You can also share your feedback in this Google form (1 min).
Apart from that: Happy Holidays! Next year will be big for Craftomation 101, and we're very grateful to have you by our side. If you're reading this, please know: we think you're awesome!
We hope we've made you feel a bit nervous with that goodbye-ish headline! Because that would mean that you care about our little game. If so, good news: Craftomation 101 isn't going anywhere. The development, however, goes undercover for a while. So, without further ado, let's get to the big news here.
[previewyoutube=wT81fR0hFJQ;full][/previewyoutube]
This new update is small, but cute on so many levels!
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