Oh, hey! How have you been?
It’s been a while since we posted here about anything other than product launches or sales, and it struck me that we should probably post some sort of general catch-up blog.
We recently moved into a new office! We spent three years in our first office, and as we grew it started to feel a bit cramped and stuffy. The new place gives us some room to breathe. Plus, it’s got a streaming room! Before we’d have to stream at someone’s desk in the same room where everyone else was trying to work, so it was a bit disruptive. Now, schedules permitting, we’ll be able to stream whenever we feel like it without it turning into a whole big thing. We’ll stream at ChucklefishLive on Twitch occasionally, so maybe go follow us!
It’s actually ridiculous to me that it’s been a year since we released Starbound. It definitely doesn’t feel like it’s been a year. We’ve released a few updates since then that have added all sorts of cool things, like procedurally generated end-game dungeons, mechs, space stations, terraforming, fishing, a tool for relocating your animals (super important), and collections!
We recently hosted an Ask Us Anything thread on the Starbound subreddit, partially in celebration of the fact that Starbound was released a year ago, partially just for fun. And it was a lot of fun! If you scroll down past some of the joke-y answers that ended up on top, we also answered some more substantial questions.
Now we’re working on Starbound 1.4! We haven’t said much about it yet, except that it will include a bounty hunting system, expanded modding support and Steam Workshop categories. As usual, we’ll start posting dev blogs once we’ve got more to show. 🙂
Blitworks is making a lot of progress on Starbound console ports, and while there’s not much we’re able to say about it at the moment, I promise it is still a thing that is happening.
I know you’re all waiting for Stardew Valley on the Switch! I see your tweets! The port is in testing now, and we’ll let you know as soon as we can confidently announce a release date. We generally don’t announce release dates until quite close to launch, when we are at least 95% certain that nothing will go terribly terribly wrong.
We’re still working on multiplayer, and recently posted a status update on the Stardew Valley dev blog! TL;DR – We’re hoping to start a beta test on Steam at the end of this year, then looking at early 2018 for a release on Windows, Mac and Linux, and then the update will roll out to consoles as well. Read the post for more info about what Stardew Valley multiplayer will actually look like.
Sooo, we said that Pocket Rumble would be out in March, and then in spring, and we’re quickly closing in on the end of summer, and Pocket Rumble is still not out. We’re really sorry about that.
We demo’d the game with Cardboard Robot at EGX Rezzed earlier this year and it went over really well, and was even playing quite well on the Switch! We all felt confident at the time that the game would be ready for submissions soon, but then ran into some issues that have taken a while to sort out. The number one priority for both Chucklefish and Cardboard Robot is ensuring that Pocket Rumble has a great release and that all gameplay modes perform well on Switch — performance issues are of particular importance, since it’s a fighting game!
We’re still working with the team to address some of these problems so, again, I don’t want to give you a release date until we’re absolutely sure, but I think we’ll have good news for you soon.
Since we announced Wargroove, the reception has been so positive and encouraging! The game won’t be out until next year, but in the meantime we’re posting development updates on the blog and doing the occasional gameplay stream. We’ve been posting about balancing units, biomes, and commanders!
Also, join the Wargroove Discord server!
The Siege and the Sandfox
The folks at Cardboard Sword have been making great progress on their beautiful stealthvania, The Siege and the Sandfox! You can even occasionally watch them make progress via Siegefox designer Chris Wilson’s development streams.
They’ve been posting development updates on Twitter as well — artist Keith Duke-Cox recently tweeted about testing out normal mapping on Siegefox’s pixel art, which really makes the lighting pop!
Cardboard Sword has recently re-launched the Siegefox website, which looks amazing and has a sort of addictive parallax effect that makes me want to scroll up and down the header over and over again. But you should definitely resist doing that and scroll past the header, where you will find gameplay footage, lovely screenshots and gifs, and information about the game.
Treasure Adventure World
It’s been a little while since we’ve had any news aboutTreasure Adventure World! But Robit Games has been hard at work on their metroidvania platformer about sailing the world, and in fact has just hit a major development milestone — Treasure Adventure World is content complete!
This doesn’t mean it’s ready for release! While the bulk of the work is done, there’s still testing, optimization and some additional tasks to complete. But it won’t be long, now!
When it is ready, Treasure Adventure World will be available on GOG and Steam. In the meantime, keep an eye on the Treasure Adventure World dev blog for announcements!
Thanks for tuning in! No exciting release date announcements to make this time, just a post to catch up and say hello, we are alive and working on cool things. Have a nice week, everyone!