Game
Five Nights at TubbyLand 2: Recoded
3 years ago

1.7 - The Return Update


At last, he posts again.

Yep guys, that's me, half a year later. It's a nice summer evening and I think it's about time I come out with some news to share. No point of telling what have I been doing for the past months since it's nothing interesting. Better get straight to the main reasons I'm here again. First of, yeah, I've just released a new patch. I would say the game still stands out even today. It's the first project that really meant something to me, and I'm glad I can still happily look back at it even now. This one update is a final touch that will make me fully satisfied now. And yes, it means it's the true end for Tubbyland 2 Recoded. Thanks to everyone who's sticked by, it's been a pleasure publishing a game like this to all of you!

  • Graphics are no longer blurry (thanks Clickteam and your DirectX11)

  • Internet Connection notification now works properly

  • Tweaked some Main Menu buttons to keep the style consistent

  • Challenges now count if you manually put in the character's activity

  • Double jumpscares can no longer softlock you

  • Old Po now despawns unnoticeably

  • Prevented some Easter Eggs crossing between each other

  • Other small changes

  • Overall optimisation

And so, what's next? Have I got something else in store? The answer is - yes, oh hell yeah. Back in December I've already decided what my upcoming and probably last recode is going to be. In a few days I'll properly start working on it. This one will be really special for me, and as a matter of fact, it's going to be even bigger and better than FNATL2. The page is not set up yet, and besides, I gave myself a promise after initial release of Tubbyland to never rush anything out again. If you explore the older posts on this page you'll discover that the development started back in June (Anniversary btw) and the game only dropped by December. It was all caused due to my poor planning and pacing. The release wasn't buggy, that's for sure, but with trying to meet the final deadline the AI wasn't properly balanced, and this is why the first releases were so easy to beat. I am still sorry for that and endlessly thankful for accepting the game so warmly. I will now use this experience to my advantage, meaning that the upcoming project will be announced as soon as and only when I'm ready to showcase anything. I will take all my knowledge into consideration and make the game as good as it can be. I will try to handle the success I met with care, giving you the best send off I could do. I am not going to give any hints yet, but I am hoping to see you really, really soon ;)

Take care!

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