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Steam News · Aug 10
We've recently started working on Mac support for Croakwood. While there's still some work left to do it's generally working now, but the performance initially wasn't quite as good as we were hoping. So we investigated what's going on and here's the story of what we found :)When rendering a game, the CPU needs to tell the GPU what it's supposed to draw, so it needs to send a long list of instructi...
Steam News · Jun 6
We're on track to release Croakwood into Early Access this winter!Check out our new trailer that's giving a look at lots of new things:What is Early Access?Early Access means the game is available to buy and play while it's still being actively developed. The game regularly receives free updates with the newest completed features and content.Why Early Access?We think that we are able to make a bet...
Steam News · Jun 1
Hey! Don't forget to check out Wholesome Direct this Saturday :)This month we made a lot of progress in how our game world is put together and designed. The way our game world works is a bit like a puzzle. We have individual pieces that we design by hand, and then the game automatically pieces them together to create the world. We can rotate pieces, randomize where the connection points are and ad...
Steam News · May 5
Hey, it's been some time! If you want to know what we've been up to, make sure to check out Wholesome Direct on June 6th :)In one of the previous posts I described how the villagers navigate around the world and in this one I want to talk a bit about how they decide where to go and what to do. Let's take this woodcutter hut for example:There's a tool rack containing an axe, a few trees around the ...
Steam News · Dec 8, 2025
In preparation for Game Garden and in the time afterwards we've spent some time on polishing how placing objects works.Placing objects is one of the main things you do in this game of course, so it needs to feel good and be intuitively understandable. There's a few considerations we have to make for these tools. There are some restrictions we need to make simply due to how the game works, but gene...
Steam News · Sep 18, 2025
We're bringing a first demo of Croakwood to Vancouver Game Garden on September 27-28, alongside many other great games from local independent developers.If you happen to be in Vancouver we'd be excited if you come and give it a try! The demo encompasses a slice of roughly the first hour of gameplay with a focus on town building mechanics.The event location is the Roundhouse Community Centre at 181...
Steam News · Jul 7, 2025
When we started working on Croakwood, programming the villagers seemed to be relatively straightforward - they just have to walk around in whatever environment the player created for them and interact with certain objects. In that sense they are very similar to the guests in Parkitect and so we thought we could easily apply most of what we had learnt there to Croakwood.This was sort of true, but w...
Steam News · Apr 10, 2025
This post is about a few different aspects regarding how the game is being rendered. It's mostly technical but I figured it might still be interesting to see behind the scenes a bit. We're using Unity as the engine for this game. A game engine is a piece of software that provides various features for you, such as systems for animations, the UI, or how things get drawn (rendered). This brings a bun...
Steam News · Feb 7, 2025
A big part of Croakwood is providing cozy little houses that your frog villagers can live and work in, so let's take a look at how the houses work! All of the buildings are created from individual pieces, so every wall, furniture item and decorative object is an individual object that you can place. This is a system that's similar to the one we used in our previous game, Parkitect. We really like ...
Steam News · Nov 12, 2024
In a game about frogs you kind of need to have water, which means you need to program a water shader. A shader is basically a short program that calculates what color a pixel should receive. To me as a programmer they can be somewhat intimidating to create - you need to write some code that, somehow, produces something that matches a certain artistic vision. Whenever I'm working on a shader I find...