Next up
I have built some new stuff. Tiles now have yields (civ style), tech tree got a visual pass, and now you can see a heads up on what's being sent/taken/produced.
Been working on a lot of game feel, UI polish. And I got some feedback externally. It's so juicy and nice to play. The core loop is done, now I just need to add content and things
FinLab 1.1.0 (Time & Temp) is here! This update brings a more mechanically deep experience, changes to the core loop, some fixes/changes + some more fish and decor, there is a LOT so here is the full changelog below:
There's also going to be a few new decor objects and a few new fish in this update! Probably won't go overboard but I still have some ideas.
With my fake internet wiki, I added a joke fish called the "catfish". It's an early game variant of the foxfish unlocked with a semi-secret through the internet. It does count for 100%. This is something sick me at 2AM thought of.
Spent a lot of time fixing bugs today. Turns out the trading bug from before was not fixed, but now it works. But this is (technically) a trail and trade spin off so I added this arcade-y -+ resource text on buildings. Pretty cool.
Doing this silly feature to go along with my Y2K aesthetic. I'm making a fake internet for the game that also serves as an in-universe guide. The writing is terrible, I binged this feature in like 2 hours with the stomach flu.
Sorry for the spam lol but one more thing, snow visuals are improved. Including a slight frosted glass effect and way more dense snow. Winters are very snowy in FinLab! Snowstorms can last days.
By winning races, you will earn a new currency called sea dollars. You can spend this currency to unlock a random novelty duck (no duplicates). These are new decor items that count to 100%
Working on the procedural techs, you might end up with smaller tech trees or these giant tech trees, or somewhere in between.










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