Before Steam release, we pushed one update every two weeks. It was a lot of pressure for our sole developer. We\u2019ve decided to make only one update per month, and will be at least twice bigger! So 0.9 is the first of our big updates, we hope you will enjoy the improvements.<\/span><\/p>\n The biggest work in this update was to improve user interface and user experience. Let\u2019s be more specific.<\/span><\/p>\n Harvesting and recycling stuff on the map is way quicker. You don\u2019t have to select the right tab anymore! Say you are on the crafting tab and you just lack one branch to complete an axe recipe, you can simply click on a sapling to obtain a branch, and then click on the craft button.<\/span><\/p>\n <\/p>\n Before this update, selecting a building requires to close the parchment. Not intuitive at all, I know\u2026 At the time I made that, it seemed pretty logical to me, and I needed players feedback to realise it was not a good design.<\/span><\/p>\n Anyway, now you just have to click on a building and its description will open. From there you can repair it, recycle it, or use its special abilities like fishing.<\/span><\/p>\n <\/p>\n Storage is not in the parchment anymore, but in a separate window. Food rationing slider now shows in this window when you select the Food category.<\/span><\/p>\n <\/p>\n In replacement of the sorry excuse for a tutorial we had before, there are now a series of objectives that should guide new players in the first turns of their first game. We\u2019ve studied the things new players were often missing and invited them to do it in the tutorial so they cannot miss it anymore.<\/span><\/p>\n Later we could add long-term objectives that will be like achievements for experienced players.<\/span><\/p>\n <\/p>\n We asked players to vote for a feature (chosing between 3), and the winning one was a window showing information on skills evolution and unlocks.<\/span><\/p>\n <\/p>\n This new building has to be placed next to an ore vein. It allows extracting large amounts of ore, which is essential when you start to produce metal tools. Using the mine is also quicker than breaking the boulders on the map.<\/span><\/p>\n <\/p>\n In the same idea, the quarry is an efficient and nearly endless source of stone, but requires to clear a large area to be built. Also, as you can see in the gif, this will alter terrain.<\/span><\/p>\n <\/p>\n We\u2019ve got translators working hard for us this month! The game is now available in three more languages: Portuguese, Russian and German. The Steam store page has also been translated.<\/span><\/p>\n \u00a0 \u00a0\u00a0\u00a0\u00a0<\/p>\n I also worked on a tool that automatically finds missing translations, because I was always missing a few with each new update.<\/span><\/p>\n I spent a few days on bugfixes. I wished I could have done more but we chose to focus on new features first. The interesting thing is that some of the UI\/UX improvements fixed several bugs by just being implemented.<\/span><\/p>\nUI\/UX improvements<\/span><\/h2>\n
Clever harvesting and recycling<\/span><\/h3>\n
Intuitive building selection<\/span><\/h3>\n
Storage in a separate window<\/span><\/h3>\n
Simple objectives for starters<\/span><\/h3>\n
Other improvements<\/span><\/h3>\n
\n
Skills window<\/span><\/h2>\n
Mine<\/span><\/h2>\n
Quarry<\/span><\/h2>\n
Localization<\/span><\/h2>\n
Minor changes<\/span><\/h2>\n
\n
Bugfixes<\/span><\/h2>\n
\n
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