No, I'm still working on it
Fervir
Creator of
Recent community posts
The Key issue should be fixed, but unfortunately you will have to start a new game. Not sure about the bug for not being able to have more than one creature. The title screen rebind control issue should be fixed.
All of the non-bug issues will be improved in future updates.
Thanks for playing Creature Keeper! There will be an alpha period launching soonish where you can support development. I'll be sure to put out an update when that goes live.
Which version was this? For the keybind bug, I imagine that you were trying to assign keyboard controls, while the controller option was selected, or vice versa. I'll have to double check the material viewer inputs. I can see where some parts would cause some soft locks. The strange inn bug is making me think it's not a PC build, cause I've never had that bug, ever. Thanks for bringing these bugs up!
Alpha access is just a continuation of the current demo updates, but exclusive to alpha/beta tier and up backers. So far, during the KS, I've released 3 demos. I'm thinking the pacing for alpha will be every two weeks and I will try to include more content with each update for feedback and to make adjustments in direction
Hello, I'll admit I'm not familiar with how Linux works in general, so I don't have any answers for you about that.
This is my first time hearing about that kind of keyboard bug, and I can only say try out a controller for now. I just recently added controller support and the game can switch between Keyboard/Controller support at will, which might have caused some things to bug out.
Another thing you can do is try loading the default keybinds and saving them, maybe somehow, something got messed up.
If you do have controllers but still prefer the keyboard, try unplugging the controller. Maybe the game's deadzones might be messed up, causing strange inputs
Thanks for checking out Creature Keeper! There is controller support in the current version of the demo. It is a little confusing to activate it though, all you have to do is just use it and the game should automatically switch to controller inputs.
Also in the same build, if you take out some food, it should make all the creatures near you stop moving for a few seconds, but that's only when you take food out from your item ring. It's something I'll definitely improve on over time!
Thanks for pointing out the sfx on assigning accessories! I just added them in Demo1, and have probably missed some feedback ques.
The pathfinding system for the creatures still has a ways to go. They do move very erratically, and I need to fix it so that they are more chill outside of battle
There should be key rebinding in the next build.
The level indicator is a placeholder and there will not be a leveling system in the next build released (it has not been planned out).
I've intentionally left the feeding overpowered, since it's just fun to see how overpowered creatures can get for a short demo.
Bestiary is the correct spelling.
Menus should have more button prompts in the next build, so that less people get stuck.
Thanks for checking out Creature Keeper!
I acknowledge that the current keybinds are a mess as they've been assigned over time as I added new features.
Ideally they would be set once all of the controls have been figured out.
I am working on a way to rebind the keys for the next build, and will try to survey the community to find the best keybind setup for future builds.
Look forward to it!