May 6, 2022Indie Highlight
Little Witch in the Woods is an adorable pixel adventure RPG created by small indie studio SUNNY SIDE UP. We’ve been keeping a close eye on their progress, and now we finally have an official Steam Early Access launch date! Don’t worry if you don’t have a PC, last year Microsoft announced that Little Witch in the Woods will be coming to Xbox Game Pass as a “Day One” release!
Play as an apprentice witch named Ellie and settle down in an enchanted forest! In Little Witch in the Woods, you can cast spells, craft potions, befriend creatures, fish, explore new areas, and find magical items! Seriously, anyone else super excited to look like Hermoine Granger and go catching some mandrakes?
The Steam Early Access Date is just around the corner so if you don’t want to miss it, you can Wishlist the game here. SUNNY SIDE UP have said that their intention is to have the full version of the game ready for release sometime in 2023. Presumably, that is when we’ll see the game on Xbox.
Apr 22, 2022Indie Highlight
In MeetLight, a 3D open-world simulation RPG, you play as Anna who has just suffered a personal tragedy. You go to Alaya’s Valley to heal both physically and spiritually, and become the town’s blacksmith in your uncle’s stead. When you’re not building or crafting, you can also farm, cook, and trade.
There are many animals and villagers to befriend during the day, and even more locals to meet at night! At night, meet the inhabitants in the spirit world and discover the secrets of the universe. Moreover, undertake a spiritual journey that will have you reflecting on present-day out-of-body experiences.
MeetLight and the Secrets of the Universe is created by two people, Kevin and Coralie. The game has a planned release date for the year 2023 with an upcoming Kickstarter Campaign. If you want to know when you can help support MeetLight, go here for notifications. To Wishlist the game on Steam, go here.
For another relaxing game in a quiet landscape, check out SunnySide here.
Apr 19, 2022Indie Highlight
The developers have been hard at work since announcing My Time at Sandrock in 2020 with a new town, new characters, new construction options, new combat system, and even a multiplayer mode!
Before launching into Early Access, many updates have been recently added such as new quests, new monsters, and new NPCs. The biggest one that caught my eye is the advanced workshop customization. Unlike its predecessor, when building your workshop in this game you can place doors and windows, and even the roof yourself! Furthermore, add lights and many other decorations to the interior and exterior.
My Time at Sandrock, developed by Pathea Games, will officially release on May 26th, 2022 in Early Access on Steam here and the Epic Games Store here at $24.99 US. If you’re a Kickstarter backer, you’ll have access to the closed Beta version very soon! There’s no news on the console versions as of yet but we’ll know more after the tests! If you want to try your hands at a demo, My Time at Sandrock will have a booth at the PAX East convention on April 21st-24th, 2022, so check that out here.
Fan of both relaxing farming and engaging combat? If you’re interest in My Time at Sandrock, you should definitely check out Rune Factory 5 now!
Jan 21, 2020News
Mineko’s Night Market is an upcoming cat-themed crafting adventure game that celebrates Japanese culture and is essentially about friendship, choices, and of course, cats. The indie game is being developed by Meowza Games, and being published by Humble Bundle, who will also publish upcoming games Forager and Ikenfell.
The exact date for the games release is yet to be determined, though the creator mentioned that it may possibly be early this year. I thought I’d provide everyone with a detailed article on everything we know about this cute cat-filled creation!
Playing as Mineko, a girl who has moved to a superstitious fishing town inundated with cats, you will uncover secrets whilst assiting Mineko in becoming a successful young entrepreneur. This can be done by completing tasks, undertaking quests and gathering resources in preparation for the weekly night market.
Players can craft a variety of odd items, toys, and trinkets, which can then be sold to townsfolk (who are now your customers) at Mineko’s night market stall. After you’ve finished selling your items, you can explore the Night Market yourself, where you can play mini-games, eat unusual foods, and purchase collectibles.
The game allows you to explore distant lands by unlocking different types of transport (which include buses, bullet trains and cat carts). Each land offers new people to meet and unique things to do, dependent on the time of day and season.
There are 16 uniquely themed markets every year which all feature a stage event that you can partake in. Examples of events include Taiko drumming, karaoke competitions, sumo suit wrestling, and more!
The better you perform at the market, the bigger and better the market will become, which may well attract new townsfolk and even celebrity guests!
Some features of the game include:
The price of the game is still TBA.
The Nintendo website claims that the game is ‘coming early 2019’ to the Switch console. As the PC and Mac versions were in the works first. However it was delayed until 2020 with no concrete release date, however let’s hope we can all play the game this year!
Yes! The following items can be purchased whilst you (im)patiently await the game’s release:
I sat down with Brent, developer behind the game for an exclusive interview last year. For some more sneaky details on Mineko’s Night Market, make sure you check out the interview here.
Dec 21, 2019News
For those of you that have been following along on Re:Legend’s progress, a cooperative JRPG simulation game by Magnus Games, this will probably be the most important news and update of all! I’ve been playing the game since its release on Steam Early Access in late August and have been enjoying the quests, but it was taking me a bit of time to get accustomed to the controls and to play around with everything the game has to offer from farming, crafting, fishing, taming Magnus, and more!
With update 16.0 available now, it brings much needed bug fixes and a large overhaul of the multiplayer feature. It also brings brand new and exciting content with a side of very bad news for early players. So let’s get that bad news out of the way right now; everyone’s save files have been wiped and we’re all starting from scratch. This is what the developers had to say on that matter: “We understand the frustration of the save wipe, but with the full rework of many systems in the game, the old save files were hard to recover.”
With that said, new players will probably have a much better experience with more polish and rework to the game, and interactive tutorials. In this new major content update, we’ll be getting new items, new recipes, new armor, new quests, new NPCs, and much more! The largest focus is on the new biome; The Everdust Desert. This whole new Desert biome will have more than 30 maps and quests to explore, and 30 new tamable Magnus too.
As for festivals and events, we got a limited time pop-up island for Halloween, now we’ll be getting one for this holiday season as well. What we know so far is that we’ll be able to explore a frozen landscape with new Magnus, and old ones with a new festive look, as well as some seasonal decorations. We can see in the trailer above that the new festival may coincide with this new island event because, in Japan, lighting up floating lanterns and placing them in the water is celebrated during the fall and sometimes also during New Year’s to guide the spirits of their ancestors and ward off evil. Perhaps I’ll take part and say goodbye to my previous avatar.
I’d like to hear from you what you think about all of these changes for Re:Legend and if you’ll be playing during the holidays. The developers have mentioned that they have taken steps to safeguard save files for the future so it should be fine to fully dive into the game now! You can even get Re:Legend at 15% off here, as part of Steam’s Winter Sale.
Nov 23, 2019News
I last spoke of Garden Paws when there was a special community event in Creative Mode online to celebrate the release of Bitten Toast Games’ new crafting game Potion Paws. Potion Paws will be available very soon to everyone on Steam Early Access here which means you’ll have access to those cross-over items I mentioned (such as the ride-able pet cat ghost) if you own both games. With this new Garden Paws update, we’ll not only have access to the aforementioned penguin pets and jewelry workstation, but also new workstations, animals, items and over 80 quests!
All animals in Garden Paws can be tamed with the proper items and habitats and then placed anywhere, including your farm! Some examples include deer, hippos, bears, and ferrets! See below for the new additions that you can find around Florens!
We knew about the possibility of spotting penguins on the northern island in the Winter season and about taming them to place them in an igloo habitat. But did you know that these adorable cuties can be found in black, pink or blue? There is even a cute baby penguin that’s smaller than the rest!
Once you have this companion tamed in its igloo, it will bring you rocks, fish and even geodes once a day! If you find yourself with 100 tamed penguins you may even spot the Legendary Penguin that is so large it can be ridden!
Regular foxes can be found in Garden Paws in the forests during all seasons and in the Winter you can tame an Arctic Fox! Now there’s another rare and unique fox to tame; the Kitsune Fox!
Tame a total of 25 foxes and you may spot the Kitsune Fox in the forest! This fox can be tamed in just one day with a Bright Damsel fish. If you tame 100 Foxes you may even spot the Legendary Kitsune Fox that is large enough to be a mount! The Kitsune Fox and Legendary Kitsune Fox have a higher chance to bring rare fish and can even bring you a Mystery Box.
O.K. this isn’t really an animal but bring this little helper home and it will collect all dropped animal products and will even milk your cows and goats! Ferrets would collect items and products but there was previously no other way to collect milk as you needed to use a milker! If you’re in your 3rd year, you’ll get a certain quest from Mooney to pick up a mystery crate from Conrad. Follow the beeps to your very own collection robot!
Aside from the Jewelry Workstation where you’re able to craft 30 jewelry items from metals and gems to sell for a profit, there are 2 new workstations and they are as follows:
Decoration Station – At this station you’ll be able to cook decorative cakes that are too pretty to eat but sell for a great profit.
Dungeon Workstation – Been exploring the dungeon? This may be the workstation for you. With it you’ll be able to craft items and even a healing powder from dungeon loot.
Admiring all of the objects and homes of the villagers in Florens? Well now you’ll have access to new building materials and a lot of those same items for yourself! Create your dream bathroom with an adorable new bathtub (it was my vote to add the rubber duckies) or embellish your gardens with wooden benches and gates. Take a look below at your new options!
Furniture – Looking to add to your home? We’ve added a few new crafting recipes to compliment any home including; an outhouse, ladder, overpass, small tables, a toilet and a bathtub with duckies.
Garden Items – We’ve added quite a few new items to spruce up any garden including decorative benches, hedges, small trees, and a street lamp.
Decorations – Ask Roman about the new decoration items including book piles, diamonds, coin stacks, wood piles and more.
You may have come across my article for the Spring Festival that includes finding Easter Eggs for amazing prizes. We’ve also received a new Summer Festival a few updates ago that includes even more mini-games such as Balloon Popping, Lawn Mowing and Memory Game! With your tickets you can buy new summer items such as floaties, swimwear, and beach balls! Since the Memory Game was such as fan-favorite, there will be one to play in the Winter as well! This mini-game will also give you the chance to acquire exclusive items that can only be obtained this way.
There are 21 new and unique winter themed items including a Candy Cane Fence, Ice Table, Ice Shelves, a Sleigh and a Winter Tree.
Next update will bring a huge new island to Garden Paws. This island is larger than the main island and will feature rare and unique creatures never before seen in Garden Paws! I have it on good authority that you’ll be able to tame some ride-able dragons and gain access to Creative Mode’s Flying Carpet and Jetpack in the main game! The developers are also working on the dungeon to add more floors and bosses.
With all of these exciting new additions to Garden Paws, it is possible that the developers may have to delay their December 2019 Nintendo Switch release although that still remains to be seen. Can’t wait any longer? You can purchase Garden Paws on Steam right here.
Nov 8, 2019News
I’m so excited every time I get to share updates with you on Critter Cove, a town-building and exploration game by Gentleman Rat. The main focus of this update, Devblog 8, is the increasing variety of player character customization and a look at the changing island to which you’ll be meeting plenty of interesting characters. Critter Cove is still in early development so things are still subject to change as they progress.
We got to see a video of the early character creation featuring a human character and a fox character. As the developers have mentioned previously, you’ll be able to swap limbs and heads with any other animal options and change their colors. The mechanics are now in place and we have a good sample size of all of the animal variations with a video below. Looks like you can be a mouse, an owl, an otter, a lemur, a dinosaur, a raccoon, a beaver, and everything all at once! The list is still growing so I can’t wait to see what’s next.
Previously, the town was barren and you had to build it up to make it great again. This is done by fulfilling requests from the villagers and befriending them. Villagers that will be going about their daily routines and reacting to things that you do and accomplish. The developers have decided to go another route with the town as it ” it looked and felt barren at the start.” Now all the buildings are already in place, however, they need major repairs. It’ll be a great way to know what you’ve fixed and how much work there’s left to do!
Next up, we get our first view of the interior of a shop run by an adorable raccoon critter. You’ll be able to physically view all of the shop items as they are and purchase them by walking up to and selecting them. Once purchased an item is sold out until it is restocked the next day. Shops can be upgraded to display more wares.
To follow along another town-building game, I recommend checking this one out here: Rolling Hills: What We Know About This Sushi Restaurant Management Game.
Oct 27, 2019Interviews
Hokko life is an adorable town-building simulation game heavily inspired by Animal Crossing and created solely by developer Robert Tatnell. We previously posted about the most recent updates and changes made to the game which you can read about here. Robert Tatnell was kind enough to take some time out of his busy schedule to do an interview with myPotatoGames! We are truly excited to have sat down with yet another indie developer to talk about what matters most to us – adorable, fun, cute and exciting games!
We just can’t wait to dig into the game and start gardening, fishing, decorating our homes with crafted furnitures and more. Furthermore, much like Animal Crossing, you can befriend all of the fluffy villagers and have them move into your town. Who wouldn’t want to live in a town filled with cutsie animals?
Robert has recently put together a little Hokko life hub where you can check out some new screenshots and more to be added in the future (so we hope). Make sure to check back weekly, daily or (like us) hourly, in hopes to get some more news about the game. You can also follow him on Twitter to share your excitement and send some support his way!
While Robert was kind enough to share some exclusive early look at Hokko Life we know that the game is still in early development, and as excited as we are about this indie title, features, visuals, gameplay and everything else is not final and subject to change during the development cycle.
[su_service title=”What made you decide to create a simulation game? What are some of the games you love to play or took inspiration from?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
The decision I suppose wasn’t really a decision in itself, I kind of naturally gravitated to this type of game. Hokko Life started very much as a hobby project in my spare time while I was working at Arrowhead; one that I continued after leaving the studio. I really enjoy more creative, relaxed simulation games. Personally, I sunk who knows how many hours into Rollercoaster Tycoon and The Sims and loved being able to create the park I wanted to in RCT, often planning layouts and ideas on paper before taking them into the game.
I suppose it goes without saying that Animal Crossing has been a big inspiration for Hokko Life; the cozy, “escaping to another home” feeling one gets with that game is something I think is very special, and something only games can deliver. I often play games as a means of escaping to another world and I wanted to bring that feeling into Hokko Life too. I have a whole bunch of other inspirations, it’s a long list, but those are the stand-outs.
[su_service title=”Can you talk about the process of getting new villagers to come to the town and move in?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
Villagers in Hokko Life start out as visitors, there may be one or two already living there when you move in, but the majority of the characters will start off coming to town on a day-trip. There’s a train station in town and at various times during the day characters will hop off the train. My intention is to have your town, and your achievements affect the animals that come by. After you’ve met a visitor a few times, helped them out with tasks they have, and become friends with them, you’ll open up the option to ask them to move to town. You’ll need to build somewhere for them to live, and once they’ve moved into their new home, it’s up to you to decorate it in a way they’d love.
[su_service title=”You had mentioned some characters will offer quests to accomplish. Will there also be an overall reaching storyline to complete or goals to progress the game?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
I wanted to keep Hokko Life pretty open and not really define a set storyline for the game. I want to let players be free, pretty much from the beginning, to decide what they want to do with their time. There’ll be a loose story tying things together, but don’t expect an epic story-driven “main quest” or anything like that! As you play you’ll be unlocking more features and upgrades based on what you’ve been doing, and these will often be book-ended with a small quest and story.
[su_service title=”Is there a backstory to our main character? How much character customization is there for the player?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
Similar to not locking the player to a set main story, I wanted to keep the player character pretty anonymous. Your avatar in game should be a representation of you the player, or a character you want to role play as. In this way your character is pretty much a blank slate for you to customize how you wish. Customization wise the obvious basics are available: hair style and color, skin color, clothing, shoes, hats, accessories etc. Clothing is non-gender-specific, so you’re free to wear whatever you want too. If I have time I’d really like to explore adding more options for body types.
[su_service title=”Since there will be a day-and-night cycle, weather, and seasons, will the calendar be in real-time or will the game have its own internal clock?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
I’ve toyed quite a bit with whether the game should be in real-time or not; it’s a tricky decision I think, as both options feel quite different and give different types of play. As I’m currently targeting PC & Mac I feel a real-time clock doesn’t quite fit with those players’ play styles. I think if you’re sitting at a computer or laptop you’re often playing for a reasonable amount of time, and you want to feel like things have progressed and that you’ve achieved a lot during your time there.
In my opinion a real-time clock lends itself better to more portable platforms, where you can come back several times during a day easily, and play as little or as much as you’d like; for me, if you’re sitting down on the PC, it’s a bit more of a dedicated session. To be honest though I’ve not settled 100% on my decision; I think it’ll be something that will remain quite up in the air until early testers get their hands on it and I can see how players approach it.
[su_service title=”Will you be creating special events for holidays? Will the town continue to change?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
I would absolutely love to do special events for holidays; they’re a lot of bespoke work, with each event needing its own unique content, which means unfortunately they might slip from first release and have to be added as an update later. We’ll see though; it might be a case that simpler events that happen more often are included initially with special events coming after; right now I can’t promise though! As for the town changing, that really centers on the player. Meaning, you’ll be the one placing buildings and other items to decorate your town how you want, so hopefully over time you’ll end up with a town that really represents you and your creativity.
[su_service title=”You can build items for not only inside the homes, but for the town on the outside. Will players or characters be able to interact with those items?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
Yep! When you start designing your own items, you’ll choose what base you’d like to start from; whether that is a chair, a table, etc, and it’s from this base that behaviors are applied to the furniture. This then defines what types of interactions are available to the player and to the villagers too.
[su_service title=”What are some of the shops we can expect for the town? What items will be purchasable?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
There’ll be a handful of places you can purchase items from in town. These will include a general store, selling furniture items, as well as things like backpack upgrades, and some resources you’ll need when crafting. There will also be other stores selling clothing and customization options; as well home decoration items like roofing, wallpapers, flooring etc.
[su_service title=”How can we make money in the game besides fishing and mining?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
There’ll be a few ways of making money in the game. As well as fishing and mining, villagers will often come to you with requests for items or custom furniture, and you’ll be rewarded when you help them out. Any materials you’ve crafted will also be able to sell. Over the coming weeks I’m going to be looking into what other activities to add to the game, a lot of these would provide other means of income too.
[su_service title=”How much freedom do we get for creating and placing furniture, buildings, etc?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
Creating furniture is really open for you to design whatever you want. It’s designed around a simple but flexible “piece” system, where you combine different shaped pieces in any configuration to make an item. These pieces vary in material, can be rotated, scaled, painted etc. It’s pretty exciting, and I’m really looking forward to seeing what players create! As for placing furniture and buildings, well, I’m trying to go with the mentality of “if there’s space, it can be placed there”. Generally, I think it should be up to the player to place things wherever they want.
[su_service title=”We had previously mentioned that there will be an online aspect to the game. Will players be able to buy items from other players?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
I want to let players upload and share their creations with one another online; as such a big part of the game is letting players create what they want I think it would be a terrible shame if creators weren’t able to share what they’ve made with others. At this stage nothing’s really fleshed out, I have a few prototypes up and running and some pretty grand plans for what I’d love to do, but nothing concrete right now. As for players buying items from others I’m not sure how well that would play out. I think the whole community atmosphere would shift, you’d end up with an online economy of sorts; I think things get messy when money gets involved, even if it’s virtual. I’d much rather build a friendly and open platform for creators.
[su_service title=”What are the next aspects of the game that you will be working on?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
Right now I’m in a bit of a direction phase, where I sit down and try and figure out the direction for certain parts of the game. There’s a whole bunch of design questions, as well as art direction that’s been a bit floaty up until now that I’m looking to dedicate some time to figuring out. I was recently away on vacation, and getting some distance from the project really helps you come back to it with fresh eyes. When I’m done with planning and direction stuff I’ll most likely be focused on getting some new activities in the game to give the player even more fun things to do in town.
It seems we will have a great deal of freedom to create furniture and customize our own avatar and village! The art style is also shaping up and looking real crisp with beautiful colors. The game is still in development but we’ll be sure to let our fellow Potatoes know as soon as there is a firm release date for PC and Mac as the first platforms.
Big thanks to Robert for sharing some exciting insights with myPotatoGames on Hokko Life – we can’t wait to get playing! We wish Robert all the best.