Stardew Valley 1.2 is out on PC!

April 24, 2017 in News

At long last, Stardew Valley is available to play in seven different languages; English, German, Spanish, Russian, Japanese, Simplified Chinese and Brazilian-Portuguese! While localization is the biggest new feature, 1.2 also includes some controller improvements and important bug fixes. Check the patch notes below!

Big thanks to all involved in getting 1.2 ready for release — Playism, Tencent, Sickhead, the community members who provided translation feedback and reports, and to everyone else for waiting so patiently while we worked to improve the quality of translation and stability of the patch!

Note: This update is only available on PC at the moment, but an update for consoles is on the way! Steam users should see this update immediately, but it may take a bit for GOG to update.

2017-04-24_13-57-57

Patch Notes

  • Translations for German, Spanish, Brazilian Portuguese, Russian, Japanese and Simplified Chinese.
  • When using a controller, the cursor will snap between menu buttons by default. If you disable that, the cursor will instead accelerate while moving.
  • When using a controller, pressing the back button will skip events that are skippable.
  • Exit to Title has returned.

Bug Fixes

  • Fixed lighting shader not covering the whole screen on Mac and Linux.
  • Switching from “Windowed Borderless” to “Fullscreen” should now go straight to fullscreen instead of Windowed mode.
  • Wallpapers and floors no longer have a tile placement indicator showing a random object
  • Increased stability of preference-saving code. This should fix infrequent crashes that require the player to delete startup_preferences.
  • Fixed a crash that can happen when a pig tries to spawn a truffle but there’s no space for it.
  • Fixed a couple of rare crashes that could have occurred at any time during the game.
  • Fixed a typo of the word ‘pronounce’ in the marriage event.
  • Fixed the player not getting the recipe for Cookies if they skip Evelyn’s event.
  • Farming level now affects crop yield prior to level 10

2017-04-24_13-47-17

Stardew Valley 1-year Anniversary

February 26, 2017 in Uncategorized

1_y_a
Hi Everyone,

Today marks the 1-year anniversary of the release of Stardew Valley.

In some ways, it’s hard to believe that an entire year has already gone by  since launch. Yet, at the same time, it’s been the longest year of my life. It’s felt long because I’ve done so much in the last 12 months:

-Game came out
-Released many patches to fix bugs and tweak gameplay
-Dozens of interviews
-Answered thousands of messages/emails
-Provided personal troubleshooting and technical support
-Made many Business/Merchandise deals
-Developed and released the 1.1 update
-Exhibited at PAX and met many fans
-Met Mr. Yasuhiro Wada, the creator of Harvest Moon
-Flew to the UK to visit Chucklefish and collect an industry award
-Built a decent computer and got a nice big desk (No more HP Pavilion propped on a Wii U box)
-Worked with Chucklefish to make the Console ports and localizations happen

Considering that I had spent the previous 4-5 years in my own little bubble, working alone, doing essentially the same thing every day… and now suddenly to be thrust into the limelight… it was quite the change! I’m happy about it, of course. I mean… it is a weird feeling, at first, to have something that once seemed so distant, so impossible… some pipe-dream that you fantasized about in the dead of night… actually come true. It takes some getting used to, and that’s part of what this last year has been for me.

But I’m very, very grateful to have this opportunity. I’m excited about the future. I have many ideas, and I want to keep making games for a long time to come. I’ve learned so much from Stardew Valley… the importance of beta testing, how to make decent pixel art, how to use Steam, how to maintain a game after launch. And I’ve made plenty of mistakes, too. But I try to view any blunders in a positive light… fertile ground from which to improve and grow stronger.

I’m proud of Stardew Valley. I think it’s a good game. Is it perfect? No. Is it the best I can do? No… really I see this as just the beginning… I’m just dipping my toe into the water. And I’m looking forward to making the next step.

I figure this might be a good opportunity to share some development history with you guys.

I have some really old screenshots on my computer…

These ones are from 2012:

02
Bringing a dandelion to Leah’s Cottage

01
The farm.

03
The mines. 

07
Sebastian’s Room

NEW26
The Saloon… Pam in her usual spot

13
Level-up menu. 

NEW34
Inventory menu. There were several background themes you could choose from.

Also, the game was called “Sprout Valley” at this point:

SproutValleyLogo_old

 

As you can see, the “bones” of Stardew Valley were pretty much there way back in 2012.  So why did it take 4 more years to complete?

Well, you could say I was “polishing” the game during those 4 years.

I ended up re-doing nearly all the art several times. I redid the vast majority of the soundtrack. I expanded the NPC’s way beyond anything you’d see in the 2012 version. I made the map way bigger and more detailed. I added JojaMart and the Community Center. I added tons of items. I totally changed the crafting system and the mines.

In fact, at one point, the mines were going to be procedurally generated and fully destructible, with lakes you could cross by raft:

minesFishing

It sounded cool, but it was too difficult to make it work well. I spent a lot of time on it, and had a system working. But for some reason it just wasn’t fun. It didn’t feel right… so I scrapped it entirely.

The NPC portraits have probably changed more than anything else in the game. The very first portraits were all hand-drawn:

linus_drawn

I drew every single NPC with 4 different expressions, scanned them in, colored them… and then scrapped all of it. Then I went through probably 6 or 7 iterations of pixel art portraits before landing on the final ones.

Stardew Valley was kind of like a big practice project, and I just stuck with it until all my skills improved to a point I was happy with.

Here’s what the town map looked like in 2013:

town

That was it… no Joja Mart or Community Center, and the blacksmith shop and museum weren’t off in the corner like they are now. The buildings were also a lot uglier.

Some day I might do a live stream of an old build of Stardew Valley… that might be fun.

Anyway, even back in 2012… when the game looked awful… there were people following it and encouraging me to continue. I appreciate that. To all of you who are reading this, who have played Stardew Valley and built an amazing community around it… thank you so much. The mods, the wiki, the encouraging messages, the fan art… I love it, and I’m so grateful and thankful for your support! I will continue to work hard and do my best to create memorable gaming experiences for you all, through Stardew Valley and whatever comes next!

Thanks for reading!

-ConcernedApe

 

Stardew Valley Localization Feedback

February 7, 2017 in Uncategorized

Hey everyone! Chucklefish here.

In case you missed it, we’ve been working with Playism to translate Stardew Valley into German, Spanish, Brazilian-Portuguese, Russian, Japanese and Simplified Chinese. Many of you have been waiting super patiently for the localization update to be released, and we thank you for that! Everyone involved in this project wanted to take the time to ensure the patch was stable and the localization was excellent.

We’re nearly ready to release the update, but first we’d really love some feedback – is the translation good? Are you running into any new bugs we failed to catch? To that end, we’re running an open beta of the localization update on Steam.

Here’s what’s included in the beta branch:

  • Full translations into German, Spanish, Brazilian-Portuguese, Russian, Japanese and Simplified Chinese
  • Fixes for animal happiness related bugs
  • The “exit to title” button has returned!
  • Cursor acceleration when playing on a gamepad (like the console version of the game)

Here’s how to access the beta branch:

From your Steam library, right-click ‘Stardew Valley’ and select ‘Properties’. Choose the ‘beta’ tab. You should see a drop down menu. From there, select ‘beta – Help test new updates before they go live’.

2017-02-07_14-41-54

It is important to back up your saves.

Old saves should continue to work in the beta branch, but make a backup (info about locating your save file) before switching to the beta. After saving in the beta branch, you won’t be able to load your save file in the current stable version.

Known Issues:

  • “Looking for saved games” on the load menu is not translated
  • Music on the title screen plays even if disabled after using “Exit to Title”

How to provide feedback:

You can reply to this forum thread with feedback, or email [email protected] Thank you for participating!

Notes on Multiplayer

This is a whole ‘nother thing unrelated to localization, but everyone’s been asking us about the multiplayer update. All we can say is that we’re working on it and making progress. It’s not ready yet, though, and we can’t give you an idea of when it will be. We’ll let you know more as soon as we can. Sorry for making you wait!
Thai Language Support
XNA and monogame engines don’t support thai characters properly. We’re looking into adding support to monogame somehow, but it’s going to take a while

Stardew Valley Progress Update — Second console patch, localization, and more

January 19, 2017 in Uncategorized

Hi everyone,

I hope the new year is going well for you so far.  I’d like to give you an update on several things that are happening right now:

Xbox One / PS4 patches:

Chucklefish and Sickhead Games are making good progress on addressing some issues with the console versions. Their top priority is to resolve the issue where saved games become unload-able. Fortunately, they’ve discovered the reason this is happening, and after this next patch, it shouldn’t occur anymore. If you currently have a save file that won’t load, it will likely work once again after the patch comes out. The patch will also fix several other issues… I’ll share the full patch notes with you when the it’s been finalized.

Patch Notes (31 January 2017)

The Xbox One and PS4 updates are live! Here’s a change log:

Xbox One & PS4

  • Fixed potential loss of item in cursor slot when clicking the bundles tab in the pause menu.
  • Fixed crash when hatching / buying baby blue chickens.
  • Fixed crashes that sometimes occur when clearing quests out of the quest log.
  • Petting a fully-happy animal no longer wraps happiness around to 0.
  • Animals with a deluxe product no longer produce less at higher happiness.
  • Fixed a golden pumpkin duplication exploit.
  • Fixed ‘Exit to Title’ causing some values and bits of world state to be ‘carried over’ between games. This affected, among other things, the availability of chests in the mines.
  • Fixed crashes while saving.
  • Possible fix for fertilizer boxes being placed instead of fertilizer.
  • Missing heart characters have been fixed.

Xbox One

  • The bug that causes crashes while looking for save files has been fixed.
  • Most saves that couldn’t be loaded before should now load. In some cases there may be lingering minor graphical issues in save files that previously couldn’t be loaded.

The following issues are also fixed by the above, but may continue to affect save files they’re already present in:

  • Crash when speaking to Gunther.
  • Incorrect item / object graphics.
  • Objects that should be interactive not being interactive.
  • Crashes when walking into specific parts of the farm.
  • Crashes while harvesting specific crop tiles.
  • Crashes while hovering over specific items in your inventory.
  • Crashes while shipping specific items.

PS4

  • Share overlay image in PS4 streams has been removed.

FAQ

  • Will issues affecting corrupted Xbox saves persist even after the Feb 1 patch?

New saves and saves that have previously not been corrupted will work fine and will never become corrupt. Existing saves that became corrupt and could not be loaded will be repaired and become loadable in almost all cases now. Saves that became corrupted may continue to behave oddly in some cases (Refer to the list in Xbox One patch notes about issues that might persist).

  • What about the issue where PS4 Pro users have problems shutting down their console, going into rest mode and running other apps?

The PS4 Pro issues associated with Stardew Valley are a system software bug, and not caused by the game. Sony have informed us that a fix is coming in the next major system software update, but we (Chucklefish & Sickhead) haven’t been told when that will be.


Localisations (Beta test in early february):

Playism is translating Stardew Valley into Spanish, Brazilian Portuguese, German, Russian, Japanese, and Simplified Chinese. Back in October, I said that these localised versions would be available by the end of the month… I was way off. After inspecting the state of the localised versions, it become clear that they needed a lot more work. Well, that work is now mostly finished. Chucklefish is doing some private testing of the localised versions, and it seems very solid so far. In early February we will do an open beta test on Steam. It will go live for everyone some time after that, depending on how the beta goes.

Nintendo Switch

Stardew Valley will not be a launch title on Nintendo Switch, but I am still planning on bringing it to the platform later this year.

Playstation Vita

We are currently investigating the possibility of a PS Vita port.

Multiplayer

Multiplayer co-op is still in development… progress has been made but it’s going to be a while yet.

 

Most Stardew Valley development is being done by others, now (Chucklefish, Sickhead Games and Playism)… but I do still work on the game. For example, I am currently working on making the controller easier to use (getting rid of the cursor in menus when using gamepad). That should be added to the console and PC versions in a future patch.

I hope this post answers some of the questions you may have had lately.

Also, thanks so much to everyone who put Stardew Valley on their end-of-the-year awards/lists.  I am very honored. Thank you!

-ConcernedApe

 

Upcoming Xbox and PS4 patch

December 16, 2016 in Uncategorized

UPDATED UPDATE: The Xbox One and PS4 patches are both live!

Hi everyone,

An important patch for the console versions is in the works.  I will let you know when it goes live, but in the meantime I’d like to share these patch notes with you:

Xbox One:

– Performance improvements for periodic hitching and freezes.
– Fixed Junimo harvesters not path finding.
– Fixed About button (?) to be unclickable during main menu transitions.
– Fixed crash when sleeping if you built a Junimo Hut and the Witch visits you.
– Fixed a crash when sleeping that would prevent a player from advancing past year 1, day 28.
– Moved in some HUD elements that were too close to the edge of the screen.
– The LT and RT buttons can now be used to switch buildings in carpenter menu.
– The shipping menu can now be closed by pressing the VIEW button.
– The B button can now be used to close Grandpa’s letter.
– B button now goes back one page when you’re in a specific bundle of the Junimo menu.
– B button now returns a held item to your inventory in Bundle menu in the Community Center.
– Made harvesting easier by also checking beneath the player when pressing the A button.
– Cursor position will no longer affect item placement if it is currently invisible.
– We now show the ground placement indicator for seeds, like other objects.
– Fixed incorrect tool hit location in some situations.
– X button can now be held down to auto-repeat while in menus.
– Cursor will no longer interact with HUD menus if it is currently invisible.
– Fixed toolbar becoming stuck partially transparent.
– The VIEW button can now be used to advance the “Level Up” dialog.
– Fixed some cases of the game becoming stuck after using “Exit to Title”.

Playstation 4 

– Fixed crash sleeping on 3rd or 4th day when playing with OS in non-English languages (German, Portuguese).
– Fixed About button (?) to be unclickable during main menu transitions.
– Fixed crash when sleeping if you built a Junimo Hut and the Witch visits you.
– Fixed a crash when sleeping that would prevent a player from advancing past year 1, day 28.
– Moved in some HUD elements that were too close to the edge of the screen.
– The L2 and R2 buttons can now be used to switch buildings in carpenter menu.
– The shipping menu can now be closed by pressing the TOUCH PAD button.
– The CIRCLE button can now be used to close Grandpa’s letter.
– CIRCLE button now goes back one page when you’re in a specific bundle of the Junimo menu.
– CIRCLE button now returns a held item to your inventory in Bundle menu in the Community Center.
– Made harvesting easier by also checking beneath the player when pressing the CROSS button.
– Cursor position will no longer affect item placement if it is currently invisible.
– We now show the ground placement indicator for seeds, like other objects.
– Fixed incorrect tool hit location in some situations.
– SQUARE button can now be held down to auto-repeat while in menus.
– Cursor will no longer interact with HUD menus if it is currently invisible.
– Fixed toolbar becoming stuck partially transparent.
– The TOUCH PAD button can now be used to advance the “Level Up” dialog.
– Fixed some cases of the game becoming stuck after using “Exit to Title”.

In summary, the major crashes have been fixed, performance on Xbox has been improved, the HUD elements that are cut off should be positioned correctly, and the controls have been improved a bit. There will also be more updates/patches in the future to improve these versions further.
Thanks for your patience! Have fun in the valley!

Thanks for playing Stardew Valley and I hope you have a nice weekend

-ConcernedApe

 

Stardew Valley now available on Xbox One and Playstation 4

December 14, 2016 in Uncategorized

Hi everyone,

Stardew Valley is now available on Xbox One, and Playstation 4 in North America and Europe! The price for the console version is $14.99 USD, just like PC.

Stardew Valley was ported to Xbox and PS4 by my publisher, Chucklefish, in conjunction with Sickhead Games. The launch has been relatively smooth so far, but there are a few issues we are aware of. We will be rolling out some patches in the next few weeks to address some of these issues, including:

  • Game crashes when going to sleep around the 3rd day, if the system language is not english. (PS4)
  • Game crashes in certain cases if the Exit To Title button was used (Xbox One)
  • Occasional hitching/freezing in the Xbox One version
  • GUI elements cut off on the edges of the screen on certain TV setups
  • Control improvements

In the meantime, Molly from Chucklefish has started a thread in the forums with some known bugs/issues and a few workarounds.

Thanks so much to everyone who has purchased the console version so far… I hope you are enjoying it… and thank you all for your continued support!

-ConcernedApe

 

Stardew Valley Console Release Dates

November 29, 2016 in Uncategorized

I’m pleased to announce the official release dates for the Xbox One and Playstation 4 versions of Stardew Valley!

Stardew Valley will launch in North America for the PS4 on December 13th, 2016.

Stardew Valley will launch in Europe for the PS4 and globally for the Xbox One on December 14th, 2016.

Pre-orders for the Xbox One (globally) and PS4 (Europe only) will begin on November 30th, 2016.

 

Stardew Valley will not be coming to the Wii U, however. Looking at Wii U and the current gaming landscape, we made the difficult choice to shift our development efforts to creating a version for Nintendo Switch.  I am really looking forward to the Switch, and I believe that the Switch’s unique capabilities could create some exciting opportunities for Stardew Valley. I do want to emphasize that I am absolutely committed to seeing Stardew Valley on Nintendo platforms, and I really do appreciate your support and understanding in this.

-Ape

Stardew Valley Localization Update

October 26, 2016 in Uncategorized

Hi everyone,

As you may know, I’ve been working with Playism and Chucklefish to create official translations for Japanese, Chinese, Russian, Brazillian Portuguese, Spanish and German (and possibly Thai). I mentioned on twitter recently that these versions would be available some time this month in a free update. However, during our internal testing of the localized versions, we’ve encountered some issues, and it looks like we won’t be able to release it this month.

Making sure that everyone has a great experience with Stardew Valley is our top priority, and we all agreed that we’d rather delay the release of the localization update than risk jeopardizing that experience.

This is going to affect the localization of the console versions of Stardew Valley more than the PC version. On PC, I can release the localization update as soon as we feel like it’s ready. Releasing a game on consoles is more complex and requires submissions well in advance of the actual release. This means the console versions will only be in English at launch, and we’ll have to patch in the other languages a little later.

Multiplayer is still under development… I know it’s taking a while, but it should be worth the wait. Thanks for your patience!

-ConcernedApe

 

Stardew Valley v1.1 – Changelog

October 3, 2016 in Featured, News

Stardew Valley 1.1 is now available!

The 1.1 update adds many new features to the game:

Changelog

  • Shane and Emily are now available to marry. They each have new events, music, and more!
  • Spouses now have a unique outdoor area and behavior on the farm.
  • You can now choose from 5 different farm maps at character creation. Each map is focused on a different skill area.
    • Standard Farm – The original Stardew Valley farm.
    • Riverland Farm – Lots of water, good for fishing.
    • Forest Farm – Foraging opportunities and a unique weed that always drops mixed seeds.
    • Hill-top Farm – Has a small mineral deposit from which ores spawn, including a unique geode-bearing ore.
    • Wilderness Farm – Monsters spawn at night.
  • “Shed” building… An empty room that can be decorated, filled with kegs, etc.
  • “Mill” building… Can be used to turn wheat into flour and beets into sugar overnight.
  • A new quest that can be started after the Community Center or JojaMart quest arc is complete. The new quest results in a new “magical construction” feature available from the Wizard’s Tower. The new quest is triggered when you enter the Railroad area.
  • Added several new locations that are related to the above quest. “Junimo Hut” building (Magical Construction). Junimos will harvest crops within a certain distance of the hut, instantly transporting the harvest back to the hut for you to gather at your convenience.
  • “Earth Obelisk” building (Magical Construction). A permanent warp totem to the mountains.
  • “Water Obelisk” building (Magical Construction). A permanent warp totem to the beach.
  • “Gold Clock” building (Magical Construction). Prevents weeds from spawning and fences from decaying on your farm.
  • You can now move your buildings via Robin’s construction menu.
  • New house upgrade from Robin that adds a cellar to your house and teaches you the “cask” crafting recipe. In the cellar, you can use Casks to age cheese and alcohol, increasing their quality.
  • “Iridium-star” level quality is now attainable for aged goods, fruit, forage items (if you have the botanist perk), and animal products. Iridium-star level items have twice the value of normal items.
  • NPC’s now appreciate quality level in gifts, but it only has an effect on gifts they “like” or “love”.
  • Added Coffee, a spring/summer crop, and Coffee Bean. The bean acts as the produce and the seed, similar to sunflowers.
  • 5 Coffee beans can be added to a Keg to make coffee.
  • Honey can be placed in a keg to make mead.
  • Void eggs can be placed in mayonnaise machines to make void mayonnaise.
  • 2 new fish, “Void Salmon” and “Slimejack”
  • You can now choose to color your chests with one of 20 color options.
  • Evil Shrines, where you can make offerings in exchange for dark magic.
  • Divorce. You can file from a little book in mayor’s house.
  • You can now wallpaper the little hallways in your upgraded house.
  • When you beat Journey Of The Prairie King, you can now start over in a harder mode, keeping your upgrades and coins.
  • 2 new “Lost Books”
  • Krobus now sells a “Return Scepter”… a tool which acts as a permanent warp totem to the farm.
  • Giving someone a gift on their birthday will never make your spouse jealous.
  • Pierre now sells a “Catalogue” furniture item that can be used for unlimited free access to all wallpapers and floors.
  • Robin now sells a “Furniture Catalogue” furniture item that can be used for unlimited free access to nearly all furnitures.
  • If you’ve found the Galaxy Sword, you can now buy another from Marlon. You can also buy the Galaxy Dagger and Galaxy Hammer.
  • Slime balls have a chance to drop petrified slime
  • Added a graphics option to display “sharper” stack number digits.
  • You can once again plant fruit trees around the edge of the Greenhouse interior.
  • Fences take twice as long to decay.
  • Balance changes:
    • All animal products are increased in value by 25%
    • The Rancher profession now increases the value of animal products by 20%, up from 10%
    • The Artisan profession now increases the value of Artisan goods by 40%, down from 50%
    • The Blacksmith profession now increases the value of metal bars by 50%, up from 25%
    • The value of Blueberry is now 50g, down from 80g
    • The value of Starfruit is now 750g, down from 800g
    • The value of Cranberry is now 75g, down from 130g
    • The value of Ancient Fruit is now 550g, down from 750g
    • Cranberry Seeds now sell for 60g, down from 120g (The price to buy them from the store is the same)
    • Sunflower can now be grown in summer as well as fall

Bug Fixes

  • Wild plums are now labeled as fruit.
  • Grandpa’s Shrine should now always properly give the reward for reaching 4 candles (works retroactively if you never received your reward)
  • Fixed issue where gathering an item with the “botanist” profession would fail if the inventory was full, even though the gold-level item was present in the inventory.
  • Slime charmer ring should now protect against giant slimes
  • You can no longer tap a stump
  • Fixed Joja Warehouse graphic issue in winter
  • “Check action”-mapped keys should now work to attach bait to a rod.
  • Rain ambient sound should no longer play in Sandy’s Oasis under any conditions.
  • Your baby should now be properly born, even if you pass out in the mines on the eve of the birth.
  • Moonlight Jellies engagement crash
  • Galaxy sword should now be truly unloseable
  • You can no longer lose hay to a hopper because you have no silo.
  • You can no longer plant fruit trees off the farm.
  • “Attack” foods now properly give an attack buff.
  • Clay can no longer always be found one tile above a previously discovered clay spot.
  • Blue Jazz flowers in the refrigerator are now properly consumed in cooking recipes.
  • Fruit that drops when you chop a tree now properly stacks with fruit that drops when you shake a tree
  • Worm bins no longer continue to produce worms every 10 minutes after midnight
  • Jack-o-lanterns properly glow
  • Torches and other light sources held by player are now properly lit after saving/reloading
  • You will now see the final Joja cutscene if you switched to Joja after starting with the community center.
  • When retrieving the cave carrot for Marnie, she will only take one from you.
  • Fixed strange behaviors when picking up certain items with a full inventory.
  • Having no silo no longer causes your hay to disappear when placed in a hopper.
  • When a bomb is placed and then the player leaves the area, the resulting debris will no longer erroneously appear in the new area.
  • Watering a trough in a slime hutch will now have no effect on the troughs in other slime hutches.
  • Using the rain totem and then quickly entering your house no longer causes you to become stuck in the wall.
  • The stone floor now look correct in any configuration.
  • Numerous minor bug fixes.
  • Typo fixes

 

Note: The new balancing changes correct the values of a few outlier crops that were far more valuable than all others by a huge margin. I don’t want Stardew Valley to make players feel “forced” into one particular way of making money. I think it’s a lot more fun to feel like there are many different options for success. However, I do understand that growing blueberries and making ancient fruit wine is part of the Stardew culture at this point, so I’ve made sure that they are still very lucrative options. But these changes should help players feel like they have a few more options.

I hope you enjoy the new update!

-Ape

Update on 1.1 Progress #2

September 7, 2016 in Uncategorized

Hi everyone!

It’s been a wild weekend for me. I had a booth at PAX West… my first time ever going to a convention, let alone exhibiting at one! It was really amazing to meet so many people who appreciate Stardew Valley. The vast number of positive interactions I had is hard for me to comprehend, and when I start to think about it I get really emotional. I am very grateful to have met you all.

Some highlights of the convention:

  • All the people doing Stardew Valley themed cosplay! I met Abigails, Emilys, Gunther, Shane, Sebastian, Leah, Jas, Maru, and several people who were dressed as their own in-game characters! One person had a locket with a picture of Sebastian in it. Another came with a fiberglass rod. Sebastian gifted me a potato! Very fun.
  • People who brought me their Stardew Valley art, home-made jelly, and gave me hugs.
  • Funny Stardew stories, like the guy who found a catfish in the trash can after his friend spent many hours fishing for one. Also the guy who listens to the soundtrack while doing yoga, and all the people who expressed their interest in marrying Pam.
  • People’s personal & heartwarming stories about how the game helped them get through tough times. Thanks so much for sharing with me.

At PAX, I had one of the new features of version 1.1 available to demo, and I’d like to tell you all a little more about it.

When starting a new character in version 1.1, you’ll be able to choose from five different farm maps (including the original map). Each map is based on a different skill, and includes unique gameplay opportunities that correspond to that skill. Here’s a rundown:

Riverlands (fishing) — Lots of water, and fishing is actually viable, unlike the other farm maps. It also looks really nice!

1_1_screenshot2

Forest (foraging) — Forage items spawn on the west edge of the map, as well as renewable stumps. There is also a unique type of weed that spawns on the farm.

1_1_screenshot3_4

Hill-top (mining) — Lots of cliffs. There is a mining area to the southwest where ores and unique geode-bearing stones will spawn.

1_1_screenshot3_7

Wilderness (combat) — Plenty of farming space, but monsters come out at night.

1_1_screenshot4_1

Everything else in the patch should seamlessly integrate into your existing save files, but to play the new maps you’ll have to start a new character.

There’s a few more things I need to finish for the update, but it should be ready soon.

Thanks again to everyone I met at PAX for the kind words and suggestions!

-Ape