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Edengrall Dev

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A member registered Dec 05, 2021 · View creator page →

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The multi-tile specials are activated by holding right click, the amount of tiles you can tile/cut/irrigate depends on your skill level with the tool.

The camera issue is hard to fix, we might give it another try later.

There will be more male characters one day, but it is very low priority.

Thanks for the feedback!

If you play on lower grass settings the requirement is lesser because there is less grass, I always play on full grass

My brother forgot to add the slider fix to the live build and I didn't notice it was not fixed sorry

The difference between Adam and custom character is that the steam demo blocks the custom character option as the one limitation to playing the demo instead of buying, so demo players have to play as Adam, we allow is back for the demoday demo.

As for the grass, did you cut inside the circle? Its working for us

After 1.0 I said

We will look into the resolution menu bug, sorry for that

There was a technical limitation on free demolishing with the hammer I think, I have to check with my brother.

We will make the game fully open from the start, with rarer and more valuable stuff appearing more often the further away from the town you are, when we implement hunger and other dangers going on a trip will require proper preparation

All the insects count as critters, you can collect every single one, use them as bait for fishing or decoration

Looks really nice for an early demo , but I couldn't figure out where to get the double jump or the upgrade used to go through the tiny passage.

Please add a tiny amount of natural mana regen, or add mana regen on hit to wands. If you play as a mage there is no reason to use wands because you either cast proper spells from distance, or you got rushed and need to use a melee weapon, making wands support spellcasting by regenerating mana would be great.

Also upgrading your spells makes them too expensive, I couldn't figure out how to go back to fireball lv1 so I wouldn't empty all my mana in a few casts.

Also the movement is a bit clunky, i think you should let the player cancel animations to move a bit earlier.

After playing a bit more I am still confused about some parts like what are the downsides lust, I assume it is the increase of desire, but I still would like to see more tooltips and descriptions

:)

The filesize was 630 mb before, we managed to optimize it a bit.

We want to review all animations eventually, add proper female animations and rework mess that the animation controller is, but we want to get as much content as we can before redoing anything.

It has been a while since I read the description I wrote, yeah I will change it

Looks good, but needs a tutorial

Very deep, and more enjoyable than Darkest Dungeon so far.

Right now I am grinding through early-game trying to figure out how the lust crests work.

But really needs nested tooltips, specially when trying to figure out what equipment do.

After 1.0

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We really messed up throwing feature on top of feature and now making a complete tutorial that guides the player through the whole game without confusing them is almost impossible to do

We can add numbers back in the toolbar, it had numbers back in day, not sure why we removed.

I see how having a raw preparation table and a butchering table could confuse people, it felt logical for us while developing, but a new player surely could get confused.

There is no questlog (yet), our current quests are more of a placeholder, you don't even need to accept them, just deliver if you have the item and there is no failure for not doing them in time.

The bed problem will be fixed next update

Thanks for playing and reviewing

The tutorial was supposed to check for grass being cut beforehand, but we forgot to add the check sorry

You can see the water level by pressing E to see details on the soil tile

If you pick a max size male character the scale will look weird

Sleeping gives just a tiny amount of free stamina, you need to eat to regain most of it

We are going to add more animations one day and let the player choose which walking cycles and idle animations they want, for now it is goofyman only sorry

Town remake is underway (layout won't change much, but it will look better)

We had planned 40 NPCs, but it takes so long to make them we could only do 18 before moving on to other features

The temple will have lore significance (one day)

We didn't fill the whole town with furniture because it started to drain FPS, I had started making lower poly versions, but had to do other things

We are going to redo all the lighting when we switch to URP (not possible right now because we use too many custom shaders for optimization, and would need to redo them all)


We are probably going to move away from "comfy farm" to "recettear style debt simulator" that would be more in line with our systems I think

Thanks for playing and reviewing

If you hold the fishing rod the fish near where the bait will fall are highlighted, green/yellow are at or slightly above your fishing level, red are too strong for you

Were you playing as Adam or custom character? The game is only supposed to send you to your own bed and NPCs can't use that one.

Buy food with T (trade), if you could not access the trade option it is because the shop was closed.

The animations glitching out in first person was supposed to be fixed already... sorry I guess it bugged again

I see many improvements from the old version I played on... DD49 I think? Specially visually, the game looks and animate much better.

Bug: Cards with variant can glitch out with the card description showing one thing and the effect being another.

Exploit: discarding random cards from the opponent hand every turn is an extremely cheap effect that can win you the game easily by making sure the enemy never has cards to play

Ah I get what you mean, the inner part of the palm is supposed to be lighter on the dark skin tone, the shading still applies, but it is softer

You can invert pieces, might have to look again in the keybinds

The scythe is for clearing large areas yes, on your crops it harvests the same, but for wild grasses it generates less drops, while the sickle is less stamina efficient and has less area, but gives larger returns. Also you can physically see 4 leaf clovers in the middle of the 3 leaf ones, they are hard to spot, but if you find them use the sickle to get the drop.

We didn't test much in resolutions other than 1920x1080, thanks for pointing that out

The sliders are based on shape keys, the female model has them so we can reuse the same model on all our girls. We could add some sliders based on bone scale, but would look probably weird

The clothes also were tailored for each model and clip badly if you try to swap them, I will eventually make new clothes for males

We just added a small paralax in the background of the character creation UI, this should block the game UI showing up

All the skin uses the same material, so it does get shade, not sure what you mean. The gravity defying boobs are more aesthetic pleasant tho. Horns will be split off from the hair model later (forgot to do it)

We completely forgot about the high heel stuff, the NPCs have custom animation to deal with that, but I don't even remember how it worked, we need to check it out and apply to the player. The clothes clipping is an issue we cannot solve at least for now, as most of these were not designed to work with each other, they are recycled from the NPCs.

We fixed the demo blocking the button, sorry

The cloth/hair physics script seem to work very well when rotating, but not when moving normally, calibrating it is a nightmare.

It has been a while since we changed the animations, but we did skip DD50, so maybe?

Stamina is always regenerating as long as you have food in your belly, just does faster when sleeping

We could add options to skip parts of the daily report...

You can flip building pieces, I think it was R or shift+R

You can reap the 4 leaf Clovers (if you can find them) from the clover field outside the town (use the small sickle)

We really want to work on basically everything you suggested on the last paragraph, but this meager update took 3 months, we are so behind the schedule for everything we had planned...

Thanks for playing again!

Sorry man we will try to make a Linux version one day

Thanks for playing, we are going to retexture the city this month, unfortunately adding more NPCs and adding a more detailed tutorial will take a long time

We don't really know how and why the furniture is impacting the performance so much even when it is not being rendered, but until we manage to figure out this problem we can't add more. We are sure they are the problem because we tested with them on and off, maybe if we switch them all to use the same system the buildable parts use, which is based on Unity ECS, but this takes time.

I will switch around some priorities and redo the town texturing this month, I really wanted to leave this for later when we had more features, but this is too much of a common complaint.

The new quests give a lot of money btw, we rebalanced food prices to make it consistent with the amount you are paid for the quests, fishing quests are the most profitable.

We could tweak the interaction range, we wanted to make a system that detects rooms and let you access anything on the room from anywhere inside the same room, but it will take time.

I will check the stamina regen, maybe there is a bug, with full nutrients you are supposed to get a full restore with 8 hour sleep

When we redo the cooking we will also add an option to hide most stuff and add more Stars and simplified graphics, the cooking system was our biggest failure, but remaking the UI and all the functionality will take at least 2 months since it is linked to so many other systems.

Sasha's idle was my first attempt at animating, I could revisit it on the NPC update. Adam is almost 2 meters tall, the camera is above his head, which makes everything look even smaller, we could add an option to have a camera to the right ot left instead.

"You can jitter along the Chairrows in the Bottom if you're aligned right against them while walking." where exactly? in the INN?

We focus in trying to get everything working on lower resolutions, so we kinda neglected testing the UI in high res.

I don't see the farmplots invading a bit of the road as too much of an issue.

"I'm forced to wait until the help window pops up in the Inventory, I can't rightclick or anything to force it to come up immediately?" You mean the tooltips? The inventory still uses the old UI, we need to replace the whole thing. We are slowly changing stuff so that not everything is shown as kg, fishes and insects use units instead of weight in the inventory for example.

Catarina does open on Sundays, the AI is a bit wonky, you can reset the AI by savings and loading and she should return to the shop.

We will fill the town with funiture, plants and more NPCs when we can, right now we need to get the base features done.

I will retexture the whole town later, as well as fixing the 3 spots where there are thin lines of unconnected meshes, I already have them documented.

You can also use W to pull the fishing line, it interrupt fish specials (when they have a circle closing in) and can stun some fish if done right, you get punished hard for missing it though.

The stamina bar is a good way to measure the fish size or to give you a big scare when you pick a fight with a boss fish expecting a easier fight. Same for the life beads next to the bar.

The fish size screen show every time, but it will only say "new record" if you get one, it also changes if you get a King size (max sized) fish.

I choose to have a Rope because it is supposed to represent a tug-of-war between you and the fish

We will add a mention in the tutorial about Reiko and Yukari selling food

We will add an option to hide plant icons for NPC plants

Shop UI will be redone to make both buying and selling faster and easier (something like Rimworld's maybe)

I see your point for making screens smaller when they can be, we will change them when we can.

The cooking UI was the first one we made and need a total overhaul, we know, but we can't right now.

Adam needs 1kg of food per day, the satiation bar has a limit of 3kg, so you can eat once every 3 days if you want or eat 1kg a day.

The cannons were placed back in the day I thought I would be able to fill the town with detail without resulting in 15 FPS or lower, want me to remove it?

The female bath exits in the clinic, not a house. Bath is work in progress.

We went a bit overboard on the prop culling, they disappear a bit earlier than should, but this is needed for performance.

We allow access to cooking tools from longer distances so you can use all tools by standing in the middle of your ktichen, not realistic, sure, but convinient.

Sudden darkness during day might be a cloud blocking the sun.

The Tori on the water exists because NPCs will be able to cast spells to move around, specially waterwalking (to access the bar in the center of the town), the priestess that will live in the temple will be a siren and will cross the water frequently.

"When you walk on the Edge of the Rope-bridges, you start to float. Its seemingly just visual tho, or at least mostly." you mean on the side of the rope bridge? the collision might be a bit wonky.

"Do you really need super high harvestable Grass everywhere?" Yes

The top levels of the barn are for storing stuff.

We can fine tune boob physics when we have time.

We are going to try and make the AI less likely to sleep during the day, since we are going for a flexible priorities/needs system they are very hard to calibrate.

You lose nutrients and satiation over time no matter if you work or not.

That is the cemitery, and those tank barriers will be replaced with statues of the founders of Edengrall.

The lighthouse will be improved when we make the NPC that lives there.

We are being way too ambitious with our map size, I know, but this is dream game we want to make.

The NPC AI is made to be very flexible, the schedules are not rigid and they do what they think is the current most important thing, but for some reason they try doing so at night, skippin sleep and so need to sleep during the day or end up sleepwalking, this is another part of the game that needs a full overhaul.

Yeah the critters do not consider collision to save on peformance, we will try to improve their spawns, so they won't appear too close to walls.

The tutorials does explains that to achieve a high score you need 3 things: max the flavor, max the quality and balance the tastes (required tastes are different for each recipe), make it so the tastes land on the green bar of the recipe requirements as you are choosing ingredients and their proportions. Maxing quality is easy since all ingredients have 100% base quality, but you try to cook something above your skill level the result will lose quality based on the difference, flavor is harder to increase, use high flavor ingredients and flavor increasing ingredient effects, don't spend your cooking points in effects you don't need as the price of all other effects increase every time you trigger an effect.

The higher the food score the more nutrition you get for it, score 50 equals to eating something raw, like a raw apple, anything under lowers nutrient gains, and above boosts it, each nutrient is linked to aattribute and gives passive bonuses to the player.

Mint skin is Teal because she is a dryad. You racist.

Sprinklers will require a water tank, pipes and pumps later on, its easy mode now, enjoy while you can.

You can only have 3kg worth of food in you and always lose only a single kg per day.

Stamina regens as your saturation lowers, the stamina gain per saturation is more efficient the better your nutrition is, eating nutrient rich food will give you constant stamina gains.

If you have less than a gram of a building material then this is a bug, probably something rounded up when it should have been completely consumed.

We will have some guides and stuff in the library one day for sure, the Advanced Agriculture part of the tutorial is more to give the player a long term goal and highlight the crop trait system.

Nutrients decay over time, you are probably very low on nutrition to need 14 hours for filling the stamina bar, also sleeping 8~10 consecutive hours and doing so during the night gives a hidden stamina regen boost

High nutrition also lowers stamina use, just buy food from Reiko or Yukari as they are all 5 star instead of making burned blueberry.

"Also Daisies have no Plant Model, I don't know if I mentioned that at any Point before." What do you mean? they are the white right in front of the appartment, you mean cultivated daisies are not showing up?

Hotkey to character skills, nutrition and stats is K, to see NPCs (shows their quests too) is N

We have to figure out a way to make cooking more intuitive yes, but you no longer need to touch the system now that you can just buy finished food.

There is a special trait that makes plants automatically sow seeds when harvested, you can mouseover the traits to see what they do. The soil color changes as it is drained of nutrients, you need to use crop rotation or leave the field fallow for a while to restore it (or use fertilizer)

We want to add better inventory management with chests and autosort soon, but will need a total remake of the inventory UI.

"If you run out of Stamina while planting, your plant Animation just continues endless and consumes your Seeds without anything happening" ok this one is bad, we will fix it.

The crop icons jump around sometimes, we have no idea why, it is a known issue, yes.

Thanks for playing again!

I was thinking about a way to limit the card making without removing it to make the game more balanced.

Remove the upgrade gems, and the effects of intelligence (you should just replace the stats for a relic system) and give the player card cores and runes. Each character starts with a different relic and an affinity for a monster type (Wizard -> Elementals) and so on

The card core comes with the card type (spell or monster), the type, attack, defense and a few rune slots.

The runes contain the card effects, you can get a rune of [Draw 1] to make the draw 1 card effects, or the rune of [Pierce] that can be applied to a monster and make it deal damage through a blocker for example.

Replace the luck events for Rune shops that sell the cores and runes for crafting.

Make the hero level limit the maximum power level of his deck, each card core and rune will have a power cost just to slot in the deck, also let the player see the power level of enemy decks in the map, this way you can increase the power level of both player and enemies slowly to keep the game more balanced. If the card type is one which your hero has affinity for the power cost of the card is reduced by 20% (A Wizard can host stronger elementals)

Give each creature type a built in feature found in all card cores of that type, like Elementals all can trigger a rune at the end of your turn and Milling runes have lower power cost on them, while Accursed can trigger a rune by having you pay 1 HP or by going to the graveyard. With this you can give an identity to each creature type.

Skill issue on my part, kept forgetting the hotkeys for the different attacks also I was moving too recklessly, so I got surrounded a lot, I have never been good at bullethell

Looks really nice, specially the main menu UI, also I like how it is being made with mods in mind, modding is love, modding is life, ok now for feedback

The game is MGT without lands which makes it a better game already, I just think it is weird to have mechs in the wizard deck

-Use more Keywords, example: Mech Bruiser "When this minion enters the battlefield, deal 2 damage to any target -> Mech Bruiser: "Summon: deal 2 (icon for damage type) to any target", there are many more things that can become keywords

-On the first zone the game is very fun, but starts getting very unbalanced later on, you can get killed by burn damage very easily if the enemy has a burn deck, and you can get some very east wins if the enemy only has high cost cards and is unnable to do anything in the first 2 turns

-The idea of creating cards is very nice, but is extremely easy to exploit and I don't think it is possible to make the game balanced if this stays part of the core gameplay

-I really dislike the luck events, I think the game would be better if luck events and the luck stat were both removed

-The wizard ability is useless, In roguelite games like these you should never skip a combat, a better skill would be something like Clairvoyance: allows you to see the enemy deck before battle

Overall very good and has a lot of potential

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I just finished watching the VOD, sorry I missed the stream

Next version will have a mouse sensitivity slider, UI rescale and the tutorial will flash red until you press F1, we will also change a bit how fish react to your bait so low level fish are more likely to bite

Congratz on catching a lv65 fish at lv1 skill btw, it was a nice catch

(also to fillet the fish you need to build a butchering table or use the one inside the tavern's kitchen, if you press F1 the game tells you that)

I like the gun feedback, feels pretty strong for a basic attack, I wish I could charge it up for more power.

The game gets very hectic and you have to juggle a lot of attacks, I am a bloody casual when it comes to bullet hell, so for me the ability to slow down time a bit would be great, maybe in a skill tree later on? could be linked to the strafe.

Since you are underwater it could use more verticality, also took me a while to understand the fireball ability had to be charged, maybe write "hold" on the button

Cute as always, I love the animations

-Start game as wizard

-Quit on the spot

-Load save file

-Become god


Nice stuff, there is clearly effort being put into this, but some parts of the UI are very clunky and the game is too slow in general

-ESC should work as a return button so I don't have to click the return on the corner of the screen every time

-mouse wheel on the module shop is scrolling VERY slowly, I don't like using drag to scroll

-there should be an alternative way to move the battlefield camera, ASWD would be great, change the target keys to something else.

-a speed up button would be nice, moving this whale of a ship is really slow

You need to cast near the fish, they only go after bait near them, also each fish has their favorite bait, sea roach is a very weak bait and only catches some fish

I will check the tutorial, but each time you plant a carrot or turnip in a medium farm time you plant 4 at once, so you should have enough seeds for that at the start.

Can you tell us what part of the fishing confused you the most, we need to figure out where people are getting stuck

The map/terrain issues we want to solve in the following months, there are many technical limitations to our biome system and a total rewrite is not viable, it would take more than 3 months for little progress.

It is actually really fast for fish to bite... you just have to cast the bait where there are fish, they don't spawn for you, you need to go where they are, you can see which fish can bite your current bait as they now change color to also indicate the difficulty (red = hard, green = easy), if the fish are not changing colors it means your current bait cannot catch them.

Customization is coming some time after we expand the map and start adding stuff like woodcutting

Thanks for checking out the game again!

Just had a devious idea for a fourth type of teleporter: Trap Teleporter -> has the same glyph of the 2-way teleporter, but it is actually a 1-way teleporter that sends you to the position of a random teleporter, the random teleporter won't activate yet, but once you leave and return wanting to go back to the original teleporter you get the random teleporter treatment instead, to avoid it the player would have to notice that the glyph on the entry teleport is different from the glyph in the destination 

We are struggling to get these animations right, and we have more to add later as we add new features, it might need an overhaul...

The game is going to switch into more survival in the following updates, at the start you will be able to choose between comfy or survival and you will be able to die, we expect the survival elements to give the game more direction.

I think we have UI scale options, but I never personally tested them, specially on 4k resolution, my brother made it, so I have to check later.

I will give the main menu buttons a new look after I am done redoing the base recipes

I only gave a Bra to some girls to make sure you can't see the underboob, just pretend they are all using it, the clothes clip each other and the less layers the have the better.

The town textures are placeholders, I will eventually draw new ones and redo all the UV mapping

The fishing is simple: keep the green bar on the fish using A and D, tap W to pull the line, which interrupt fish specials (when they get a colored circle closing in), some fish get stunned when you do so, but missing the tap punishes you hard, so don't spam it. Most fish have more than 1 battle stages, you can see how many stages they have by checking the red spheres near their stamina bar (the red bar), bigger fish have more stages and gain new moves on each stage, you were probably fighting something way above your level, try smaller fish. You can also tap S to make the bar stop drifting and sliding

Open the map with M, click on the icons to draw a path you can follow

Watering is slow at first, you can make sprinklers, use the watering can special (hold right click) and there will be more options later (Faerie helpers)

The pop ins and sound improvements are on the todo list already.