Full notes
Full Rural update
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Repeated intro
Hello everyone,
What changed
- Gameplay
- Maps
- Balance
This update introduces several new gameplay systems related to mining, storage, and food preservation.
Mine Levels Generator – allows us to control:
The size of the mine levels
The size and shape of caves
The number of entities generated in a level (enemies, treasures, etc.)
Mine Elevator System – similar to the elevator system in Stardew Valley.
Global Storage System – this is basically the mining wagon functionality. It differs from other storage types because it can be accessed from all scenes. This means you can store items in the wagon while inside the mine levels and later access the same storage back at the surface.
We’ve also added food durability and Fridge & Cellar functionality.
Food durability works through a spoilage system — food slowly loses durability over time when stored in chests, the player inventory, or backpacks. However, storing food inside a cellar or a fridge significantly increases how long it lasts.
Also… my father died a few days ago. We’ve been through a hard period over the last couple of weeks/months.
His memories from when he was young and, during school holidays, was helping his grandpa (my great-grandfather) scythe the hay on the hill, that was miles away from their home, are captured and translated into gameplay. They used to wake up at 4 in the morning to have enough time to reach their plot, cut the hay, and bring it back home with the cart.
Capturing these stories gives the game a very personal touch, and also a bit of historical accuracy in terms of what living off the land involved.
More updates coming soon.
Cristian
Source
Changelog.gg summarizes and formats this update. How we read updates.
