Browsed by
Author: josh

Village Monsters v0.90.0: The Living Lands Update + The Lunar New Year Sale!

Village Monsters v0.90.0: The Living Lands Update + The Lunar New Year Sale!

Hello Villagers!

I am beyond excited to announce that Village Monsters v0.90 is finally done cooking. It’s the biggest and tastiest update yet.

(These notes are quite large, so I tried to focus mostly on the highlights. If you want the full scoop then I got you covered at the bottom.)

To celebrate this release, and of course the Lunar Near Year, Village Monsters is on sale 40% OFF between now and February 15th!

Before we get to the patch notes, let’s get to a very exciting announcement…

Important Scheduling Update

Village Monsters v0.90 will be the final major update in Early Access. That’s right: after this release is finished I’m hunkering down and working on version 1.0!

I’m still planning a Spring release, but I think most people (myself included!) would love seeing the full game as the next update instead of a hypothetical v0.95.

Now, let’s get back to those patch notes!

A Living Land

The world is no longer a static place that remains unchanged throughout the year. Plants, trees, even animals and birds now change as the seasons go by.

A new type of weather called extreme weather has been added to the game. During extreme weather, stamina drains quicker and you run of risk of getting sick (or worse!), but your chance at stumbling upon something rare and valuable is much higher. Do you take the chance and risk exploring? Or do you order a cup of hot coco and spend all day inside?

The look and feel of all weather types has also been improved. Puddles form in the rain, packs of critters scatter during thunderstorms, and plants sway violently during storms. Several new weather patterns have been added to the game, especially during the stormy months of Autumn and Winter.

20+ new music tracks have been added to capture the mood of each season. Dozens of new sound effects and ambient noises to draw you into the world. New animals, bugs, and other small critters also now populate the world – as well as many other mysterious things you might stumble upon.

Village Improvements

Your village level now has a more tangible impact. At lower levels you may see trash outside (pick it up and dump it for a boost to your reputation!), while at higher levels you’ll see more flowers, decorations, visitors, and improved buildings.

A new Village Projects desk has been added to Town Hall. Here you can purchase projects that benefit the entire village, such as building a camp site for wandering monsters to stay in.

Villagers now change their schedules depending on the season and weather. Everyone stays inside during storms, while most monstrum can be found on the beach during the warm summer days. Villagers also can now pursue their own hobbies, and you may catch them fishing, reading, or woodworking.

Many new visitors have been added to the roster, including some that provide in-game services.

Villager Interactions

Several big changes have been made to how you can interact with villagers. Talking with a villager brings up a new menu where you can choose to talk, give them gifts, return lost items, and more.

Villagers can now interact with each other via banter. You’re free to eavesdrop, interact with them, or keep moving. In addition to banter, villagers will now more frequently hang out with friends and family, making the world feel alive even without your intervention.

There are many new ways to improve your friendship with villagers, and it’s overall easier to raise your hearts with them. More Heart-to-Heart events have also been added to the game.

Hop on the Hobby Horse

Numerous changes have been made to improve and expand all four major hobbies. There are many more critters to capture, fish to catch, treasure to discover, and plants to grow.

A new “Perks” system has replaced Skills / Abilities. As you gain experience in your various hobby skills (fishing, treasure hunting, and so on) you’ll automatically unlock various perks that grant you new or improve abilities.

Dozens of community suggestions, quality of life changes, and bugfixes regarding hobbies have also been worked on. Mastering each hobby should feel more satisfying than ever.

But Wait, There’s Lore!

I love finding and reading lore in the games I play – and it turns out I like writing it even more. Many new pieces of lore and backstory have been sprinkled throughout the game in the form of villager dialogue, books, interactions, item descriptions, and more.

New types of artifacts called “GrimWare” offer a unique glimpse of what the world looked like prior to your arrival.

And finally…

Over 40 bugfixes! Improved graphics and lighting! Tons of new tutorialization and helpful controller icons! And lots and lots and lots more! Don’t believe me? Here’s the full list of changes!

Full Patch Notes

More Realistic World

  • Re-added the concept of lunar phases. Each month transition from a new moon to a full moon and back to new
  • Many new pieces of vegetation, plants, trees, etc. have been added throughout the world
  • Trees, crops, plants, and other outdoor vegetation now change colors / types as the seasons pass
  • Greatly improved the look of bonfires and torches
  • Added a number of new trees in each area to better fence them in
  • Improved the movement of ‘flavor’ critters like squirrels and chickens
  • Rebalanced how fast time flows. Generally, it flows more slowly, and pauses more frequently
  • Tweaked the flow of time for the first 3 days so that new players don’t feel as rushed
  • Made is far less likely for critters, birds, etc. to spawn on top of the player character
  • Added an enormous number of new pieces of art
  • Added an enormous number of new pieces of furniture and interactable objects
  • Added a ginormous number of new lighting objects, like stone torches, torches, fireplaces, and so on
  • Standardized many sprites in terms of how black outlines are used
  • Exterior windows now display a wide variety of weather and lighting changes
  • You can choose from multiple channels to watch on TV. Note that available channels change throughout the day
  • Instruments now play music when interacted with

Dialogue & Villager Interactions

  • Interacting with a villager now brings up a contextual menu
  • You may use this menu to talk to villagers like usual, or select a number of new actions
  • Dialogue choices now have icons to make each option more clear
  • Players now have a “Reputation” that is increased for each good deed they do in the village, as well as naturally increasing over time
  • Reputation provides a multiplicative increase to all relationship gains. This allows you to make friends much faster, especially during the mid-game after you’ve established yourself as a pillar in the community
  • Villagers will now banter among themselves. There is a slight chance of being able to overhear it as you walk by them
  • Banter can be ignored for no ill effects, and will auto-dismiss when you move far enough way, or after enough time has passed
  • Villager schedules now properly change with each season and weather event
  • A greater variety of choices have been added to villager schedules
  • Check your current reputation in your journal
  • You may now give villagers gifts via a new dialogue option
  • Villagers now display a brief comment on getting a gift depending on how they like it
  • You may only give a gift once per day via this method. You may send additional gifts via the mail
  • Valentine has been given a new house in Avalon Acres
  • Villagers now send a larger variety of responses to your letters. They may even hint at gift likes / dislikes, lore, and hidden gameplay mechanics
  • Added pronouns to each villager’s profile page
  • Mail sent by villagers now has a sent date
  • Gave Yggette a much needed makeover
  • Villagers now periodically contribute to the community fund based on their friendship levels


  • Snow Day: A new type of extreme weather during the winter featuring blizzard-like conditions
  • Firestorm: A new type of extreme weather during the summer
  • Hurricane: A new type of extreme weather during the fall
  • Your luck is maxed out during extreme weather, making it much easier and likely to find rare things
  • Items in the General Store are offered at a steep discount during extreme weather
  • During extreme weather events, there is a high chance of getting a negative effect while outside
  • These negative events cause a variety of annoyances on their own, but if you persist outside then you may find your day cut short after running out of energy
  • Staying inside for a time is a good way to rid yourself of your ailment
  • New (non-extreme) weather types and forecasts have been added throughout the game
  • Medicine (purchased at the store) can also clear out an extreme weather ailment
  • Greatly improved thunder SFX during storms
  • Improved the look of rain, especially heavy rain
  • Improved the look of the Autumn tileset, in terms of colors and brightness
  • Improved the look and logic of puddles during rain storms
  • Plants and trees now move more realistically during storms

Village Improvements

  • Litter now appears throughout town at lower levels (it’s most common at D/D+ rank)
  • Trash can’t be sold, but it can be brought to the dump. Not only is it the right thing to do, you’ll even improve your reputation with villagers!
  • Buildings now change throughout the season
  • You can now fund village projects from the desk at town hall
  • Lucy is a wandering artist who can help you change the dialog box’s theme
  • Ambrosia is a siren that can change the sounds made during dialogue
  • Improved the look of livestock found in Avalon Acres
  • Tutorial jobs now ‘expire’ if not taken before the 1st week


  • Traps no longer disappear when you don’t have the relevant tool category selected
  • Critters and fish received from traps are now properly ranked
  • Critter spawns have been bumped up significantly, especially after long period
  • Guide books will now add 1-3 entries upon use, and they are all guaranteed to be new entries
  • Fishing may now bring up non-fishy catches from time to time
  • Improved the look and feel of the trophy screen (displayed when you catch a fish or critter)
  • Added a number of new critters to catch, tame, and donate to the library
  • Added some helpful text to the fishing minigame
  • Fish can now be consumed (raw?!) to restore stamina
  • Traps now “refresh” on a per-day rate instead of per-hour
  • Digging out buried treasure now produces little piles of dirt to make your progress more satisfying
  • Added a large number of new possible dig sites throughout the world and rebalanced spawn chances
  • Rebalanced dig site HP. In general, spots with more valuable loot take longer (and more energy) to unearth
  • Plant growth now “ticks” on a per-day rate instead of a per-hour. All growth and cultivation values have been rebalanced
  • You now harvest multiple plants from the same plot. The text when harvesting displays the estimated amount you’ll get
  • The amount of plants in your harvest depend on the quality of the plant
  • You can now change the soil before planting new seeds in your garden
  • Different soils offer different benefits and maluses
  • “Abilities” have been renamed to “Perks”
  • Ability points have been removed. Now, perks are now granted automatically as you level up each skill
  • Plant Quality is a new attribute that can be increased via better soil, watering, infusing the plant, and via your gardening skill
  • Added the concept of Luck which can impact hobbies, friendships, money, and other random events
  • Luck is determined at the start of the day, but can be modified by other factors
  • Several new Gardening Perks have been added to the game
  • Added a confirmation when pruning a plant from your garden
  • Greatly improved the flow of dialogue boxes when managing your garden
  • The spore extractor is back online, but you must first purchase a basement for your home to use it
  • Stormy weather (especially extreme weather) now suppresses (and in rare instances, reverse) plant growth. However, the good news is that stormy weather will also clear out weeds – free of charge!
  • Rebalanced experience points needed for each skill level

Lore & Worldbuilding

  • Renamed Agrarian Acres to Avalon Acres
  • Renamed Balefire Beach (back) to Bonfire Beach
  • New items called GrimWares have been added to various treasure spots throughout the world
  • The day of the week “Sanctuary” has been renamed to Ludosday
  • GrimWares are enchanted books that were once used for communication. These relics contain conversations that greatly expand the backstory of the monsters of their world

User Interface & Quality of Life

  • Items are now grouped together more frequently, so long as they are identical with an existing item (eg., same ranking, attributes, and so on)
  • Improved the look of helper icons
  • Added some new SFX to various interface windows
  • Re-did moon phase icons on the clock and calendar
  • You no longer immediately pass out upon losing energy or reaching the end of the day. Instead, there is a small minigame where you can resist falling asleep
  • However, it gets increasingly harder to stay awake, so eat an apple or go to bed as quick as you can!
  • Added “Available Skill Points” to the Skill page in your journal
  • The mouse cursor is now visible when moving it
  • Added more information to the Feedback / Bug Report email
  • Added tons of new ambient tracks to the end-of-day summary
  • Added new details to the Feedback / Bug Report email
  • The “invisible” effect now greatly boosts chances of eavesdropping on villager conversations
  • New options for dialogue “voice” SFX (like tapping and beeps, or just silence) have been added to the game


  • Fixed a rare crash in Bonfire Beach
  • Fixed crashes related to fetching critters during specific times of day
  • Fixed some Pishky-related issues at the General Store
  • Fixed in-world dialogue so it is less intrusive
  • Fixed a number of tile issues in Mock & Birdie’s home
  • Fixed seasonal music not playing when loading a game
  • Fixed dialogue errors related to villagers talking about their current schedule status
  • Fixed payment issue with the Test Subject odd job
  • Fixed incorrect Hobby levels being displayed in your journal
  • Fixed a number of bugs when tallying up experience at the end of the day
  • Fixed a bug that caused dialogue boxes to persist when a cutscene started
  • Fixed overlapping schedule issues for Mock & Birdie during rainy days
  • Fixed issue where puddles and other weather effects wouldn’t trigger properly
  • Fixed several collision issues with furniture
  • Fixed / adjusted collision against water
  • Fixed a number of overlap issues caused by buildings
  • Fixed Effect Icon placement in some resolutions
  • Fixed a number of issues that could arise when a cutscene triggers while the player is doing something else
  • Fixed issue where some weather types displayed an incorrect or no icon on the clock
  • Fixed collision issue with the player bed in the first home purchase
  • Fixed issue where certain items in the world would erroneously display a “Pick Up” text
  • Fixed goofy movement issues with chickens, squirrels, etc.
  • Fixed collision issues with some critters, like chickens, squirrels, etc.
  • Fixed certain UI elements from not disappearing during cutscenes
  • Fixed a number of issues with the end of day summary
  • Fixed lost items from not triggering a conversation with its recipient
  • Fixed the ability to ‘permanently lose’ a lost item by mistake (you can still dump it, though)
  • Fixed Golbrick’s placement blocking the seasonal cash back stuff in Pishky’s
  • Fixed Sprint / Walk toggles from resetting when changing direction
  • Fixed a number of spots in Firetree Forest where players could get stuck while sprinting
  • Fixed “Met So-and-So” from repeating over and over long after you’ve already met the villager
  • Fixed issue where an empty garden could get overtaken by random plants
  • Fixed a number of issues that caused the background music to overlap
  • Fixed a number of wonky collisions in Bonfire Beach
  • “” is no longer a valid name for your character
  • Made it less likely for glitched trees to appear in impossible-to-reach locations
The Steam Winter Sale + The Next Big Thing

The Steam Winter Sale + The Next Big Thing

Hello Villagers!

We’re little over halfway through the Steam Winter Sale! You can still grab Village Monsters for 20% OFF between now and January 5th.

If it seems like there has been an endless stream of sales lately… well, that’s because there have been.

This is the 3rd major sale Village Monsters has been a part of since October. However, this is probably the last major Steam sale prior to Village Monsters hitting version 1.0 in Spring 2021, so I hope you take this opportunity to grab your copy.

The Journey to v1.0: The Pitstop to v0.90

Back in September I announced a major update that I was calling “The Living Lands”. I split off a small chunk of it for October’s big update, but I’ve been hard at work on the original scope of features ever since.

The update is big. So big, in fact, that I’m now comfortable labeling it version 0.90 – in other words, one of the last big releases before we hit the fabled v1.0.

So what’s coming? Well, here’s a partial list of things to get hyped for:

  • The promise of a “living, breathing world” finally realized
  • Exciting changes to the world triggered by the seasons, weather, and game progress
  • Village events and holidays, including tons of new visitors and event NPCs
  • More Village Restoration Projects and rewards for increasing your village level
  • Fleshed out lore and backstories, including many new Heart-to-Heart events
  • Villagers follow robust schedules which can include shopping, banter, and hobbies
  • New critters, fish, birds, butterflies, weather, treasures, wines, scrolls, cupcakes, and much more
  • Tons of new music, sound effects, and ambient noises
  • A boatload of bug fixes

The one downside of a big update is that it takes me a big amount of time of finish. But things are looking really good so far, and the plan is to release it in January. More on that (and a more proper dev diary) as we get closer.

That’s all for now! It’s been a good year for Village Monsters (and not much else), but I’m really looking forward to what’s coming in 2021. Hope everyone had a great holiday time, and I wish you all a happy new year!

New Patch: Early Access v0.81.4

New Patch: Early Access v0.81.4

Hello Villagers!

This is a small technical update which upgrades the underlying engine of Village Monsters.

This release doesn’t include new features, but it should resolve a number of technical bugs and other oddities that have been discovered since the major release back in October.

Of particular note on users on Linux and Mac. An enormous number of fixes and improvements have been made to the engine for these platforms. If you’ve had problems on these platforms in the past (especially with regards to crashes, save problems, music problems, and more), then I encourage you to check the game out again.

Have fun!

New Patch: Early Access v0.81.1

New Patch: Early Access v0.81.1

Hello Villagers!

This is a small release that fixes a number of bugs reported in v0.81. As always, thank you to everyone who reported bugs on Twitter, email and Discord!

Additions & Changes

  • Fixed major crash related to gardening after the 1st year
  • Fixed major crash related to the weather forecast during the winter and spring
  • Fixed rare crash when a monster didn’t have appropriate dialogue for a situation (eg., a mind reading effect)
  • Finally, finally fixed all instances of traps giving duplicate prizes. This time it was when you had no more traps to restock it with
  • Fixed opacity issue with armed traps
  • Fixed missing UI / lighting in Firetree Forest
  • Fixed Stapes only ever having one thing to talk about
  • Fixed weird tile issues in Balefire Beach
  • Fixed typos and formatting issues in Vara’s speech
  • Fixed resolution issues (especially full screen) on certain displays
  • Adjust color of the autumn tileset
Village Monsters v0.81: Bright Bonfires + 25% off for Halloween Sale!

Village Monsters v0.81: Bright Bonfires + 25% off for Halloween Sale!

Hello Villagers!

Halloween is upon us, and what better way to celebrate than by staying inside and playing video games?

Village Monsters v0.81.0, also known as Bright Bonfires, is now available. It introduces real world holiday festivities (starting with Halloween, of course!), a brand new fishing mechanic, lots of bug fixes, and more.

To celebrate, Village Monsters is 25% off for the duration of the Halloween Sale!

Halloween Festivities

The Halloween Event is now live in Village Monsters! This is a “real world” holiday that is not celebrated by the monsters themselves, but that won’t stop Jack, the Pun King Pumpking, from bringing the spooky festivities to town. Enjoy a number of Halloween-y graphics, music, items, and other fun things between now and November 2nd.

This update also lets me test a number of future features regarding real world and in-game holidays, so look forward to a much expanded version next month.

  • Added support for real world holidays
  • The first real world holiday is Halloween, celebrated between October 29th and November 2nd
  • Enjoy talking with sponsor of Halloween, Jack the Pun King, at his location in the town square
  • Certain Halloween-appropriate fish and critters will now spawn outside of their normal season during the Halloween event
  • Spooky ghosts, black ravens, and terrifying(ly cute) spiders spawn throughout the day
  • Special Halloween items have been added to the general store and bakery
  • New Halloween-y music replaces the standard town themes throughout the day
  • New Halloween-y weather patterns will now show up for the duration of the event
  • The lighting at night is now ~~extra spooky~~
  • Don’t care for Halloween? Talk to Pun King Jack to disable Halloween effects. Note you’ll need to do this each time you play the game during halloween days

Fishing Changes

The fishing minigame has been drastically overhauled to be both less tedious and more interesting.

Instead of waiting to mash the button when the marker is in the hit zone, you can now move the hit zone freely and simply hold down the button to reel it in. Fishing is now less about the speed of your mashing and more about your patience and timing.

I’ll be tweaking fishing throughout the next few days to get it to feel just right.

  • Fishing has been completely overhauled
  • During the minigame, the fish icon will move back and forth across the screen. Line up the hit zone (Right / Left) with the fish and hold Z / Down / Up (Keyboard) or A / Down / Up (Controller) to reel it in
  • You no longer need to mash the button. Simply hold it – though be careful about holding it outside
    the hit zone! That’s an easy way to break your line
  • Fish now move somewhat more erratically
  • The fishing marker decreases with the fish’s HP, making it more challenging to reel in as the fish thrashes around
  • The HP of your current line is now displayed
  • The HP of your line ticks down slowly after hooking a fish. Try to reel it in quickly and efficiently to give yourself the most time
  • Pressing these buttons when the fish it outside the marker will result in damaging your line. Too much damage and it’ll break

Other Additions & Improvements

  • Traps no longer disappear when you don’t have the relevant tool category selected
  • Critters and fish received from traps are now properly ranked
  • Guide books will now add 1-3 entries upon use, and they are all guaranteed to be new entries
  • Re-added the concept of lunar phases. Each month transition from a new moon to a full moon and back to new
  • Removed the Patchling and Map sections of the journal until the features are more finished


  • Fixed rare crash with traps loaded after v0.80.4
  • Fixed rare crash in dream sequences
  • Fixed rare crash with the Patchlings section of the journal
  • Fixed broken date formats in some instances
  • Fixed issue where players could go into a negative balance when buying multiple home upgrades
  • Fixed broken spawn logic with dig spots and forage spots
  • Fixed issue that could cause players to get stuck when moving between the Crossroads and Main Street
  • Fixed issue where the top-most item in the General Store upgrade couldn’t be purchased
  • Fixed a number of collision issues in the northern part of Firetree Forest
  • Fixed a number of bugs related to critter and fish IDs
  • Fixed a number of grid issues with the fish and critter lists
  • Fixed many fishing minigame bugs
  • Fixed a large number of typos in critter and fish descriptions
  • Fixed a large number of typos in villager dialogue
  • Added a debug Item Add feature when Developer Mode is activated
Building a Village: The upcoming Living Lands Update

Building a Village: The upcoming Living Lands Update

Hello Villagers!

The next major update coming to Village Monsters is already well underway, so I wanted to share a dev diary outlining some the cool stuff I’m working on.

I’m calling this release the Living Lands update, and its focus is on making the world of Village Monsters feel immersive and alive. After all, it may be a virtual world, but that’s no reason it has to feel artificial!

The Living Lands update will come out at the end of October. Let’s take a look at the new things it’ll bring with it.

Holidays & Events

While the calendar itself has ostensibly been full of events since launch, you may have noticed that they never seem to actually… happen?

That’ll soon change as holidays, tournaments, festivals and feasts come out of hibernation. For this particular release I’m aiming for at least 4 major holidays and a handful of tournaments and minor events sprinkled throughout the year.

In addition, you may even see some interesting changes during real world holidays as well. I wonder if there are any of those coming soon…

Villager Interactions & Hobbies

Villagers will no longer stand around twiddling their thumbs (or claws) while they wait for you to talk to them.

Your monster palls will now pursue activities and hobbies just like you. They’ll go fishing, catch up on books at the library, head to the general store and bakery, and much more. They’ll even change up their routines depending on the season or weather.

For the first time, villagers will now have conversations with each other instead of just with you! Feel free to eavesdrop on them to learn the learn, or just keep walking.

Bigger & More Interesting Seasonal Changes

Currently, the changing of the season is largely a difference in aesthetics: you get a new tileset, new music, slightly different colored UI elements, and so on.

We can do better! New and more dramatic changes are coming to give each season an unmistakable feel and identity. From seasonal items at the general store to season-appropriate hobbies and activities, you can actually look forward to the changing of the calendar.

A new type of seasonal weather called extreme weather will challenge your common sense – will you brave the obviously dangerous blizzards and hurricanes in search for extremely rare items?

Travelers & Visitors

Travelling bards, merchants, and even the occasional ne’er-do-well will now frequent the village more often. And they’ll finally start leaving their rooms at the inn!

Better yet, you’ll even start encountering NPCs out in the wilds. Perhaps if your village is attractive enough they’ll consider sticking around for an extended stay.

In addition to the above, I’m also planning on fleshing out the lore and history of the world. I don’t have a ton to share quite yet, but you can expect many new secrets to discover when the Living Lands update drops at the end of the month.

Until then!