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Update On 1.3

Hi everyone,

Just want to give you a quick fill-in on the status of the new update.

As you may know, I’ve always worked solo on Stardew Valley. However,  for this multiplayer update I’ve had the help of Tom Coxon (of Chucklefish). He’s done all the network coding to turn Stardew Valley into a multiplayer game… truly an impressive feat, and one that would not be possible without his talent. He deserves a lot of credit for this — Thank you Tom!

Now, here’s where we’re at:

Work on the new features is done, and we’ve sent all the new text off to be translated into the different languages. Meanwhile, we are working on bug fixes. Once we’ve received the translated text and integrated it back into the game, we’ll begin a serious QA phase involving thorough testing of all new features in both multiplayer and single player contexts. When that is finished, the update should be ready for a public beta.  I am still shooting for a spring release for the beta.

When the beta gets closer to launch, I’ll fill you guys in on more specifics as to how multiplayer will work, as well as a more complete list of the new features in the update.

I’ll also be sure to let you guys know as soon as we’ve determined a more concrete timetable for release.

For now, here’s a screenshot of the new signs in action:

These signs are crafting items that will be available to you from the start of the game. Any item in Stardew Valley can be “clicked” onto them to display. 

Thanks so much everyone for your patience while we get this update ready. It’s really going to be a “game changer” for Stardew Valley!

-Ape

 

 

 

 

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Status Update: Multiplayer + Beyond

Hey everyone! We thought it’d be good to give you a quick status update ahead of the holidays.

 
So, multiplayer is coming along nicely! Tom is working on implementing marriage between players, and recently finished up working on festivals. Now you’ll have someone to dance with at the Flower Dance, even if you’ve yet to win over any of the residents of Pelican Town.

We had been planning to launch a multiplayer beta before the end of this year, but we’re pushing that beta back to Q1 2018 in order to make room for polish and QA.

ConcernedApe is working on a new content to be released along with the multiplayer update! We can’t say much about it yet, so I’ll just leave this screenshot here.

A number of people have been curious about the PS Vita port we mentioned way back in January, and I’m happy to announce that a PS Vita port is actually happening! It’ll be available next year, and it’ll have cross-buy too, so if you’ve got Stardew Valley on Playstation 4 you won’t need to buy it again to play it on your PS Vita! However, it’s worth noting that we can’t port the multiplayer update to PS Vita.

ALSO! Stardew Valley is getting more language support! Support for French, Italian, Korean and Turkish will be added in 2018.

Phew, I think that’s just about everything we can talk about for now. 🙂
Thanks for all the support this year! I hope everyone has a wonderful holiday break and a happy start to 2018.

P.S – Oh hey, new site design! It was long overdue for some sprucing up. Let us know what you think!

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Stardew Valley Switch – 1.2.36 Patch Notes

Hey everyone!

We’ve just released an update for Stardew Valley on the Nintendo Switch which should solve the issues some of you have been reporting since the game’s release. No more crashing when you go to sleep! No more weird crackling noises! 😀

Big thanks to everyone for their support and patience as we worked to ensure these issues were fixed, and thank you to the players who took the time to send detailed bug reports that helped us to track down and fix these issues! Check below for more detailed patch notes.

  • Players should see a significant improvement on save times! Also, the saving screen is now animated.
  • The new video recording feature is now supported!
  • When a controller connects or disconnects, the Controller Support Applet now appears to ask which controller you want to use to play the game, instead of silently switching to the new controller.
  • The game now detects Simplified / Traditional Chinese environments on first start up and defaults to the Simplified Chinese localisation instead of English.
  • Fixed issue that created the unintended ability to skip saving at night with a well-timed button press.
  • Fixed an issue causing the player character (and sometimes important NPCs) to appear off-screen during certain cutscenes.
  • Fixed a temporary soft lock that occurred when the player pressed A and B together while eating or drinking an item.
  • Fixed a way for players to temporarily lose access to essential tools via the chest interface’s organize button.
  • Fixed the Wizard’s slay monster quest sometimes asking you to kill 0 monsters.
  • Fixed a crash that sometimes occurred while sleeping (before saving) if any essential tools were not in your inventory at the time.
  • Fixed the wrong tooltips sometimes appearing on the bundle interface in the Community Center area.
  • Fixed the inability of players to drop items without deleting them when using the cursor mode that snaps to UI elements.
  • Morning music is no longer looped endlessly, and now fades out during the day as it should.
  • Fixed a crash that occurred when opening the journal with no quests.
  • Fixed occasional inability to select certain items in the crafting menu.
  • Fixed a crash that occurred when pressing the ‘-‘ button when playing a minigame at the Saloon.
  • Fixed button controls for the Prairie King minigame shooting in the wrong direction.
  • Fixed occasional left channel audio crackling
  • Fixed lack of vibration in handheld mode
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Stardew Valley on Nintendo Switch – Bug Fixes

Hey everyone!

Not sure if you’ve heard, but uh… Stardew Valley is out on the Nintendo Switch! Huge thank you to the developer ConcernedApe, the porting house Sickhead Games, the folks at Nintendo and our very own Tom Coxon for making Stardew Valley on the Switch a thing!

I hope you’ve all been harvesting spring crops and having your heart broken at your very first Flower Dance all over again — but portably, this time!

We’ve been keeping up with discussions about the game over social media, and have taken note of all of the issues people have been reporting. We’re working on a patch that will address the following:

  • Audio crackling – Some players have been reporting a crackling noise coming out of the left speaker on the Switch during gameplay. If this happens to you, try closing the application and re-starting!
  • Unable to select certain items in crafting menu – specifically, some players have reported not being able to select items on the bottom right. (For a temp-workaround players can disable the option ‘Use controller-style menus’ – that should allow players to select things until a fix is distributed.)
  • Journey of the Prairie King minigame A/B inputs are swapped
  • Game crash when opening the journal if there are no active quests

We’re sorry for letting these slip through, but we’re investigating and will provide fixes ASAP.

It’s been so exciting to see the reactions to Stardew Valley on Nintendo Switch so far! Thank you for the support, everyone! Have a lovely weekend. <3

~ Chucklefish

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Stardew Valley Coming Soon to Nintendo Switch

Hi everyone,

I have exciting news:

Stardew Valley will come to the Nintendo Switch on October 5th, 2017

I’m very happy to see Stardew come to a Nintendo console… I grew up on Nintendo, after all! This will not only be the first time Stardew Valley appears on a Nintendo platform, but also the first time Stardew will be on a portable system.

The Switch version will be priced at $14.99 USD.

I would like to give a big shout out to Sickhead Games, who worked very hard to develop this port. They did a great job, as always, and deserve all the credit! I’d also like to thank my publisher Chucklefish for coordinating everything.

I look forward to hearing about your experience with Stardew Valley “on the go” this Thursday!

 

Thanks for playing,

-ConcernedApe

 

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Stardew Valley Multiplayer News

Hi everyone! I’m the Chucklefish dev who has been coordinating with Eric on localisation, porting and multiplayer for Stardew Valley over the last year. I’ve previously worked on Starbound (the procedural quest generator was my baby), and I’m also developing Lenna’s Inception, another Chucklefish project, on the side.

I’m here with an update for those of you who have been waiting so patiently for news on multiplayer! Now that we’ve pinned down the main technical issues, we know enough to feel confident describing the gameplay you can expect from it.

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Shortly after you begin the game, Robin will offer to build up to 3 cabins on your farm. Each cabin will house a farmhand, controlled by one of your friends.

Farmhands can do almost anything the main player can do. They can farm, mine, fight, fish, forage, marry NPCs and take part in festivals. Each player has their own inventory. When a farmhand is not connected, their inventory can be managed through a chest in their cabin.

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Certain decisions can be made only by the main player: when to sleep, when to start and end festivals, and whether to side with Joja, for instance.

You won’t need to set up a server to run multiplayer. Friends can be invited onto the farm through Steam. The invite mechanism for non-Steam versions is TBD, but likely to be similar in most cases.

A lot of players have requested player-to-player marriage. It’s an idea we like a lot, and want to make available as a feature. Player-to-player marriage won’t use the mermaid pendant, but rather an alternative method that requires a similar amount of effort to wooing an NPC. We’re still working out what that will be.

Local multiplayer, split-screen and PVP are not planned at this point.

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Effort so far has been focused on overcoming the biggest technical hurdle: synchronising multiple games over the Internet. Almost every source file has been touched, and 15,000 lines of code have been rewritten. Retrofitting multiplayer into a game that didn’t have it originally is notoriously hard.

Anyway, that chunk of work is almost complete now and we’re starting to look towards what’s next:

  • Implementing the farmhand cabins
  • UI and menus
  • Events and festivals
  • Multiplayer NPC relationships
  • Polish, testing and optimisation

We currently expect to be able to start a beta test at the end of the year for Steam users to help us test the game. Mod authors will be encouraged to update their mods during this beta period. Then, in early 2018 we will release it as the 1.3 patch on Windows, Mac and Linux.

Consoles will get the patch too, starting with Nintendo Switch. This will be a bigger patch than usual, so be aware that it will take a while to roll out to each platform.

Leave your thoughts in the comments section below!

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Stardew Valley 1.2 live on Xbox One + Playstation 4!

Hey folks! Stardew Valley 1.2 is now available for Xbox One and Playstation 4 players!

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

Equates to PC version 1.2.29

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.

Bug Fixes

  • Wallpapers and floors no longer have a tile placement indicator showing a random object
  • Increased stability of preference-saving code.
  • 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.
  • Fixed crashes while loading save files.
  • Fixed crashes while saving due to slay-monster quest.
  • Minor performance improvements on the farm. (Console Specific)
  • Miscellaneous audio fixes. (Console Specific)
  • Removed achievements tab from collection window (Console Specific).

2017-04-24_13-47-17

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Stardew Valley 1.2 is out on PC!

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.

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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

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Stardew Valley 1-year Anniversary

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:

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Bringing a dandelion to Leah’s Cottage

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The farm.

03
The mines. 

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Sebastian’s Room

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The Saloon… Pam in her usual spot

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Level-up menu. 

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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

 

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Stardew Valley Localization Feedback

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’.

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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
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