All animals in Garden Paws can be tamed with the proper items and habitats and then placed anywhere, including your farm! Some examples include deer, hippos, bears, and ferrets! See below for the new additions that you can find around Florens!
We knew about the possibility of spotting penguins on the northern island in the Winter season and about taming them to place them in an igloo habitat. But did you know that these adorable cuties can be found in black, pink or blue? There is even a cute baby penguin that’s smaller than the rest!
Once you have this companion tamed in its igloo, it will bring you rocks, fish and even geodes once a day! If you find yourself with 100 tamed penguins you may even spot the Legendary Penguin that is so large it can be ridden!
Regular foxes can be found in Garden Paws in the forests during all seasons and in the Winter you can tame an Arctic Fox! Now there’s another rare and unique fox to tame; the Kitsune Fox!
Tame a total of 25 foxes and you may spot the Kitsune Fox in the forest! This fox can be tamed in just one day with a Bright Damsel fish. If you tame 100 Foxes you may even spot the Legendary Kitsune Fox that is large enough to be a mount! The Kitsune Fox and Legendary Kitsune Fox have a higher chance to bring rare fish and can even bring you a Mystery Box.
O.K. this isn’t really an animal but bring this little helper home and it will collect all dropped animal products and will even milk your cows and goats! Ferrets would collect items and products but there was previously no other way to collect milk as you needed to use a milker! If you’re in your 3rd year, you’ll get a certain quest from Mooney to pick up a mystery crate from Conrad. Follow the beeps to your very own collection robot!
Aside from the Jewelry Workstation where you’re able to craft 30 jewelry items from metals and gems to sell for a profit, there are 2 new workstations and they are as follows:
Decoration Station – At this station you’ll be able to cook decorative cakes that are too pretty to eat but sell for a great profit.
Dungeon Workstation – Been exploring the dungeon? This may be the workstation for you. With it you’ll be able to craft items and even a healing powder from dungeon loot.
Admiring all of the objects and homes of the villagers in Florens? Well now you’ll have access to new building materials and a lot of those same items for yourself! Create your dream bathroom with an adorable new bathtub (it was my vote to add the rubber duckies) or embellish your gardens with wooden benches and gates. Take a look below at your new options!
Furniture – Looking to add to your home? We’ve added a few new crafting recipes to compliment any home including; an outhouse, ladder, overpass, small tables, a toilet and a bathtub with duckies.
Garden Items – We’ve added quite a few new items to spruce up any garden including decorative benches, hedges, small trees, and a street lamp.
Decorations – Ask Roman about the new decoration items including book piles, diamonds, coin stacks, wood piles and more.
T’is the Season!
You may have come across my article for the Spring Festival that includes finding Easter Eggs for amazing prizes. We’ve also received a new Summer Festival a few updates ago that includes even more mini-games such as Balloon Popping, Lawn Mowing and Memory Game! With your tickets you can buy new summer items such as floaties, swimwear, and beach balls! Since the Memory Game was such as fan-favorite, there will be one to play in the Winter as well! This mini-game will also give you the chance to acquire exclusive items that can only be obtained this way.
There are 21 new and unique winter themed items including a Candy Cane Fence, Ice Table, Ice Shelves, a Sleigh and a Winter Tree.
Next update will bring a huge new island to Garden Paws. This island is larger than the main island and will feature rare and unique creatures never before seen in Garden Paws! I have it on good authority that you’ll be able to tame some ride-able dragons and gain access to Creative Mode’s Flying Carpet and Jetpack in the main game! The developers are also working on the dungeon to add more floors and bosses.
With all of these exciting new additions to Garden Paws, it is possible that the developers may have to delay their December 2019 Nintendo Switch release although that still remains to be seen. Can’t wait any longer? You can purchase Garden Paws on Steam right here.
I’m so excited every time I get to share updates with you on Critter Cove, a town-building and exploration game by Gentleman Rat. The main focus of this update, Devblog 8, is the increasing variety of player character customization and a look at the changing island to which you’ll be meeting plenty of interesting characters. Critter Cove is still in early development so things are still subject to change as they progress.
Mix and Match Body Parts
We got to see a video of the early character creation featuring a human character and a fox character. As the developers have mentioned previously, you’ll be able to swap limbs and heads with any other animal options and change their colors. The mechanics are now in place and we have a good sample size of all of the animal variations with a video below. Looks like you can be a mouse, an owl, an otter, a lemur, a dinosaur, a raccoon, a beaver, and everything all at once! The list is still growing so I can’t wait to see what’s next.
Help Fix Up the Town
Previously, the town was barren and you had to build it up to make it great again. This is done by fulfilling requests from the villagers and befriending them. Villagers that will be going about their daily routines and reacting to things that you do and accomplish. The developers have decided to go another route with the town as it ” it looked and felt barren at the start.” Now all the buildings are already in place, however, they need major repairs. It’ll be a great way to know what you’ve fixed and how much work there’s left to do!
Next up, we get our first view of the interior of a shop run by an adorable raccoon critter. You’ll be able to physically view all of the shop items as they are and purchase them by walking up to and selecting them. Once purchased an item is sold out until it is restocked the next day. Shops can be upgraded to display more wares.
Hokko life is an adorable town-building simulation game heavily inspired by Animal Crossing and created solely by developer Robert Tatnell. We previously posted about the most recent updates and changes made to the game which you can read about here. Robert Tatnell was kind enough to take some time out of his busy schedule to do an interview with myPotatoGames! We are truly excited to have sat down with yet another indie developer to talk about what matters most to us – adorable, fun, cute and exciting games!
We just can’t wait to dig into the game and start gardening, fishing, decorating our homes with crafted furnitures and more. Furthermore, much like Animal Crossing, you can befriend all of the fluffy villagers and have them move into your town. Who wouldn’t want to live in a town filled with cutsie animals?
Robert has recently put together a little Hokko life hub where you can check out some new screenshots and more to be added in the future (so we hope). Make sure to check back weekly, daily or (like us) hourly, in hopes to get some more news about the game. You can also follow him on Twitter to share your excitement and send some support his way!
While Robert was kind enough to share some exclusive early look at Hokko Life we know that the game is still in early development, and as excited as we are about this indie title, features, visuals, gameplay and everything else is not final and subject to change during the development cycle.
Q&A with Robert Tatnell – Creator of Hokko Life
[su_service title=”What made you decide to create a simulation game? What are some of the games you love to play or took inspiration from?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
The decision I suppose wasn’t really a decision in itself, I kind of naturally gravitated to this type of game. Hokko Life started very much as a hobby project in my spare time while I was working at Arrowhead; one that I continued after leaving the studio. I really enjoy more creative, relaxed simulation games. Personally, I sunk who knows how many hours into Rollercoaster Tycoon and The Sims and loved being able to create the park I wanted to in RCT, often planning layouts and ideas on paper before taking them into the game.
I suppose it goes without saying that Animal Crossing has been a big inspiration for Hokko Life; the cozy, “escaping to another home” feeling one gets with that game is something I think is very special, and something only games can deliver. I often play games as a means of escaping to another world and I wanted to bring that feeling into Hokko Life too. I have a whole bunch of other inspirations, it’s a long list, but those are the stand-outs.
[su_service title=”Can you talk about the process of getting new villagers to come to the town and move in?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
Villagers in Hokko Life start out as visitors, there may be one or two already living there when you move in, but the majority of the characters will start off coming to town on a day-trip. There’s a train station in town and at various times during the day characters will hop off the train. My intention is to have your town, and your achievements affect the animals that come by. After you’ve met a visitor a few times, helped them out with tasks they have, and become friends with them, you’ll open up the option to ask them to move to town. You’ll need to build somewhere for them to live, and once they’ve moved into their new home, it’s up to you to decorate it in a way they’d love.
[su_service title=”You had mentioned some characters will offer quests to accomplish. Will there also be an overall reaching storyline to complete or goals to progress the game?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
I wanted to keep Hokko Life pretty open and not really define a set storyline for the game. I want to let players be free, pretty much from the beginning, to decide what they want to do with their time. There’ll be a loose story tying things together, but don’t expect an epic story-driven “main quest” or anything like that! As you play you’ll be unlocking more features and upgrades based on what you’ve been doing, and these will often be book-ended with a small quest and story.
[su_service title=”Is there a backstory to our main character? How much character customization is there for the player?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
Similar to not locking the player to a set main story, I wanted to keep the player character pretty anonymous. Your avatar in game should be a representation of you the player, or a character you want to role play as. In this way your character is pretty much a blank slate for you to customize how you wish. Customization wise the obvious basics are available: hair style and color, skin color, clothing, shoes, hats, accessories etc. Clothing is non-gender-specific, so you’re free to wear whatever you want too. If I have time I’d really like to explore adding more options for body types.
[su_service title=”Since there will be a day-and-night cycle, weather, and seasons, will the calendar be in real-time or will the game have its own internal clock?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
I’ve toyed quite a bit with whether the game should be in real-time or not; it’s a tricky decision I think, as both options feel quite different and give different types of play. As I’m currently targeting PC & Mac I feel a real-time clock doesn’t quite fit with those players’ play styles. I think if you’re sitting at a computer or laptop you’re often playing for a reasonable amount of time, and you want to feel like things have progressed and that you’ve achieved a lot during your time there.
In my opinion a real-time clock lends itself better to more portable platforms, where you can come back several times during a day easily, and play as little or as much as you’d like; for me, if you’re sitting down on the PC, it’s a bit more of a dedicated session. To be honest though I’ve not settled 100% on my decision; I think it’ll be something that will remain quite up in the air until early testers get their hands on it and I can see how players approach it.
[su_service title=”Will you be creating special events for holidays? Will the town continue to change?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
I would absolutely love to do special events for holidays; they’re a lot of bespoke work, with each event needing its own unique content, which means unfortunately they might slip from first release and have to be added as an update later. We’ll see though; it might be a case that simpler events that happen more often are included initially with special events coming after; right now I can’t promise though! As for the town changing, that really centers on the player. Meaning, you’ll be the one placing buildings and other items to decorate your town how you want, so hopefully over time you’ll end up with a town that really represents you and your creativity.
[su_service title=”You can build items for not only inside the homes, but for the town on the outside. Will players or characters be able to interact with those items?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
Yep! When you start designing your own items, you’ll choose what base you’d like to start from; whether that is a chair, a table, etc, and it’s from this base that behaviors are applied to the furniture. This then defines what types of interactions are available to the player and to the villagers too.
[su_service title=”What are some of the shops we can expect for the town? What items will be purchasable?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
There’ll be a handful of places you can purchase items from in town. These will include a general store, selling furniture items, as well as things like backpack upgrades, and some resources you’ll need when crafting. There will also be other stores selling clothing and customization options; as well home decoration items like roofing, wallpapers, flooring etc.
[su_service title=”How can we make money in the game besides fishing and mining?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
There’ll be a few ways of making money in the game. As well as fishing and mining, villagers will often come to you with requests for items or custom furniture, and you’ll be rewarded when you help them out. Any materials you’ve crafted will also be able to sell. Over the coming weeks I’m going to be looking into what other activities to add to the game, a lot of these would provide other means of income too.
[su_service title=”How much freedom do we get for creating and placing furniture, buildings, etc?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
Creating furniture is really open for you to design whatever you want. It’s designed around a simple but flexible “piece” system, where you combine different shaped pieces in any configuration to make an item. These pieces vary in material, can be rotated, scaled, painted etc. It’s pretty exciting, and I’m really looking forward to seeing what players create! As for placing furniture and buildings, well, I’m trying to go with the mentality of “if there’s space, it can be placed there”. Generally, I think it should be up to the player to place things wherever they want.
[su_service title=”We had previously mentioned that there will be an online aspect to the game. Will players be able to buy items from other players?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
I want to let players upload and share their creations with one another online; as such a big part of the game is letting players create what they want I think it would be a terrible shame if creators weren’t able to share what they’ve made with others. At this stage nothing’s really fleshed out, I have a few prototypes up and running and some pretty grand plans for what I’d love to do, but nothing concrete right now. As for players buying items from others I’m not sure how well that would play out. I think the whole community atmosphere would shift, you’d end up with an online economy of sorts; I think things get messy when money gets involved, even if it’s virtual. I’d much rather build a friendly and open platform for creators.
[su_service title=”What are the next aspects of the game that you will be working on?” icon=”icon: star” icon_color=”#8300ff” size=”32″ class=””][/su_service]
Right now I’m in a bit of a direction phase, where I sit down and try and figure out the direction for certain parts of the game. There’s a whole bunch of design questions, as well as art direction that’s been a bit floaty up until now that I’m looking to dedicate some time to figuring out. I was recently away on vacation, and getting some distance from the project really helps you come back to it with fresh eyes. When I’m done with planning and direction stuff I’ll most likely be focused on getting some new activities in the game to give the player even more fun things to do in town.
It seems we will have a great deal of freedom to create furniture and customize our own avatar and village! The art style is also shaping up and looking real crisp with beautiful colors. The game is still in development but we’ll be sure to let our fellow Potatoes know as soon as there is a firm release date for PC and Mac as the first platforms.
Big thanks to Robert for sharing some exciting insights with myPotatoGames on Hokko Life – we can’t wait to get playing! We wish Robert all the best.
Rokaplay, one of the publishers behind Stranded Sails: Explorers of the Cursed Islands, have just sent out their emails today (October 10th, 2019) with a link to directly download a free demo to your PC. All you have to do is sign up for their mailing list or join their Discord channel! As previously mentioned, this demo will be a stand-alone experience that takes place 1 in-game day before your big journey in the full game. Below is the entire gameplay footage and my experience playing the prologue which can be completed in under 2 hours.
Even though most of the trailers we have seen of Stranded Sails so far included a male protagonist, I was delightfully surprised that you could also choose to be female. You must start by going to sleep in your bed in order to rest for your sea voyage with your father’s crew. Meaning, for the purpose of this demo, the entirety of the story is that of a dream (a la Link’s Awakening). It’s also adorable that you will be guided by a talking parrot.
Controls are simple to use, and the guides where helpful.
Immediately I’m relieved with how simple the mouse controls are and rarely needing to use the keyboard. You can even have quicker access to everything, depending on how you like to play. All new things that you have learned will be recorded in the Handbook, controls will always be displayed until you have used them at least once, and the overall main quest tells you what you need to do! I find it so much more relaxing when everything is laid out for you like this.
Discover recipes, plant crops and make dishes for your journey!
This time, the parrot will give you your crafting station, cooking station, and bed. You’ll also have access to a barrel of apples that will never deplete which you can return to and replenish your stamina. Every action you take, even walking, will tire you out so you need to be prepared for long expeditions. Your main focus should be to find recipes outright or discover them by trying different combinations of food. I hope in the full version this will also not discard your items if you fail a recipe. The rest is straightforward as any farming simulation; dig with a shovel, plant your seeds, water your crops and harvest.
Explore and find materials to craft items.
You’ll start with only 3 slots to carry your dishes. However, you can unlock and expand with a larger backpack later. The first time you explore the island will be to catch some fish where indicated, which is also nice and simple. Then, when you get your axe, you can cut down the thorns that were in your way to access new locations. Once you’ve gathered wood, metal scraps and rope pieces, you can begin to craft kits and items to continue playing and reaching more areas.
Fight ghost pirates and find treasure!
Finally, inside a sinister cave, you’ll find your sword which can be used as a lever or a weapon to fight ghost pirates! When you touch totems inside the cave, a few enemies will surround you, all with their own unique abilities or fighting styles. It’s pretty handy that they are all color coordinated and it becomes easy to learn their moves in order to avoid getting hit. Also, don’t forget to look everywhere for treasure! Upon exiting the cave, you’ll find a rowboat on the beach. Take it for a ride and access new archipelagos with new items! When all is done, you’ll climb back aboard your shipwreck and wake up.
I had a lot of fun playing Stranded Sails: Prologue and highly recommend you try it out for yourselves before the full game releases on October 17th, 2019 for PC, PS4, Xbox One and the Nintendo Switch!
Explore enchanting storybook worlds and collect magical ingredients to craft costumes in Unfamiliar, a beautiful fantasy game coming to Steam on December 13th, 2019! Oh, and did I mention that you get to play as a magical cat!? Unfamilair is developed by Mana Tea Games, an indie game studio based in Melborne, Australia. Furthermore, you may still have a chance to snag some tickets to PAX AUS for this weekend (October 11th-13th, 2019) as the developers will be there with some goodies at their booth!
Unfamiliar is a relaxing fantasy adventure game where you take the form of a cat-witch who sets out to acquire magic ingredients from storybook worlds to craft items and create enchanting costumes.
PLAY AS AN ELEGANT, MAGICAL CAT: Get fur-miliar with Yew, the cat-witch
NO TIMERS, PENALTIES OR ENEMIES: Don’t worry, take your time
EASY YET COMPREHENSIVE CRAFTING: The power is all in your hands! I mean… paws!
IDYLLIC STORYBOOK WORLDS: Where will your whiskers take you this time?
RENOVATE AND EXPAND YOUR HOME: Complete quests and unlock hidden rooms
PLANT, GROW, AND HARVEST INGREDIENTS: Collect exotic ingredients to conjure wonder!
CUSTOMISABLE BODY AND OUTFITS: All the glamorous paw-sibilities!
GATHER USEFUL, MYSTERIOUS ITEMS: Who knows what’s needed next…
Ever since we’ve played an early demo of Alchemy Story, we have been keeping close tabs on all of Éloïse Laroche’s updates via Steam on this adorable farming simulation game. These new additions include: more villagers and their cute animal forms, mining and fishing, farm expansions, the Market, and our personal favorite feature; character outfit and hairstyle customization. Now you can play the most recent version of Alchemy Story on Steam Early Access right here starting today (August 22nd, 2019)! We here at myPotatoGames can’t wait to delve deeper into this magical and whimsical world and free the spellbound villagers from their curse. See below for a list of the newest features as well as the most updated trailer.
Mineko’s Night Market is an adorable cat themed indie game.
Mineko’s Night Market is an upcoming cat-themed crafting adventure game that celebrates Japanese culture and is essentially about friendship, choices, and of course, cats. The indie game is being developed by Meowza Games, and being published by Humble Bundle, who will also publish upcoming games Forager and Ikenfell.
Playing as Mineko, a girl who has moved to a superstitious fishing town inundated with cats, you will uncover secrets whilst assiting Mineko in becoming a successful young entrepreneur. This can be done by completing tasks, undertaking quests and gathering resources in preparation for the weekly night market.
Players can craft a variety of odd items, toys, and trinkets, which can then be sold to townsfolk (who are now your customers) at Mineko’s night market stall. After you’ve finished selling your items, you can explore the Night Market yourself, where you can play mini-games, eat unusual foods, and purchase collectibles.
The game allows you to explore distant lands by unlocking different types of transport (which include buses, bullet trains and cat carts). Each land offers new people to meet and unique things to do, dependent on the time of day and season.
There are 16 uniquely themed markets every year which all feature a stage event that you can partake in. Examples of events include Taiko drumming, karaoke competitions, sumo suit wrestling, and more!
The better you perform at the market, the bigger and better the market will become, which may well attract new townsfolk and even celebrity guests!
What sort of stuff can I do in the game?
Some features of the game include:
Explore the village and surrounding areas to find rare resources and make new friends
Craft peculiar items with the resources you find around the world
Barter with townsfolk at the weekly Night Market to sell your creations
Explore the night Market to discover unusual culinary dlights and collectibles
Play and compete in a variety of Night Market games like cat racing, pachinko, and whack-a-tako
Uncover the mysteries of the Sun-Cat Abe and Mount Fugu Island!
How much will it cost?
The price of the game is still TBA.
What platforms will it be released on?
When will it be released?
The Nintendo website claims that the game is ‘coming soon’ to the Switch console. As the PC and Mac versions were in the works first, based on recent news it’s likely that a release on all three platforms is happening sometime in 2020 or 2021 – this.
Is there any game merchandise available to buy?
Yes! The following items can be purchased whilst you (im)patiently await the game’s release:
I also had a chance to wit down with Brent, developer behind the game for an exclusive interview last year. For some more sneaky details on Mineko’s Night Market, make sure you check out the interview here.
You are responsible for colonizing uninhabited planets by starting from nothing and harnessing natural resources to build a robot empire! In Autonauts you teach adorable little robots how to world-build so you can sit back and watch them do all of the hard work for you (with fair wages of course – no we just made that up). In truth you can create these little workerbots from humble beginnings and watch them create an entire automated civilization. Moreover, this is all about reaching new heights of technology for our species.
Autonauts is currently being developed by Denki and published by Curve Digital. On July 25th, 2019, the creators announced that the game will be releasing on Steam in Autumn 2019. They also would like to take it to further platforms other than PC but for now you can Wishlist it here.
Travel the universe colonizing uninhabited planets with the sole goal of setting worlds in motion through the power of automation. Fresh from your spaceship you must harvest stick and stone and begin your colonization efforts. Create rudimentary crafting items from blueprints and slowly build a number of workerbots to aid in your efforts.
Teach and shape their artificial intelligence with a visual programming language. Afterward, instruct them to begin the formation of your colony. Marvel as a planet you’ve shaped becomes home to a civilization of workerbots, happy to do your bidding! Expand further with the creation of colonists; beings that require your assistance to survive. Push your workerbots further by introducing fishing, cooking, housing, and tailoring and help the colonists into a state of transcendence.
Playful Programming. Teach your workerbots requisite steps to complete tasks by asking them to repeat actions utilizing a visual programming language. Designed to be easy to learn but with added complexity there are numerous possibilities.
Automated Automation. Build an army of bots to automate just about everything in your colony, teach them what to do and expand both their brains and task possibilities with numerous upgrades and options.
Various Ventures. From gathering to building, cooking, fishing, tailoring, farming, animal husbandry and more – the world of Autonauts is vast with limitless opportunities to automate and colonize.
Charming Creativity. The world of Autonauts pops to life with a low-poly art-style married with a consistent and bright color palette adding depth and scale, creating a relaxing and attractive play space.
Autonauts is unique in combining agriculture, simulation, crafting, building, production-line, and resource management all in one. If you’re interested in automated production-lines and managing robots, check out our article here: Automachef – Kitchen Puzzle Game with Fast-Food & Robots.