Fixes Fixed error when using anvil to turn certain items to powders Fixed earned talent points becoming negative Added additional collision boxes near the post leading to the workshop to prevent collision issues Investigating Anvil slots becoming unusable for some reason If you h
Fixes
Fixed error when using anvil to turn certain items to powders
Fixed earned talent points becoming negative
Added additional collision boxes near the post leading to the workshop to prevent collision issues
Investigating
Anvil slots becoming unusable for some reason
If you have any feedback to share or if you continue to encounter issues, drop by Craggenrock's Discord server or post in the Steam discussions!
Catch Craggenrock and other amazing Filipino-made games at this year's lineup of Indie Game Stars at Philippine Game Dev Expo (PGDX) at SMX Convention Center Manila , Function Halls 1-5 from July 24-26, 2026 . Drop by booth # 130 at the Indie Game Stars area (we're near the food
Catch Craggenrock and other amazing Filipino-made games at this year's lineup of Indie Game Stars at Philippine Game Dev Expo (PGDX) at SMX Convention Center Manila, Function Halls 1-5 from July 24-26, 2026.
Drop by booth # 130 at the Indie Game Stars area (we're near the food stalls) and say hi!
We're also joining a stamp rally organized by the devs from Iridescent Render during the convention! You can score some amazing loot by stopping by. (Thank you so much for the opportunity!)
Start your own cozy blacksmith shop in Craggenrock, available with a 15% discount as part of Southeast Asian (SEA) Games Showcase 2026 this June! (🇵🇭 represent!) Don't forget to check out other amazingly crafted games from developers across the region in this year's showcase, e
Start your own cozy blacksmith shop in Craggenrock, available with a 15% discount as part of Southeast Asian (SEA) Games Showcase 2026 this June! (🇵🇭 represent!)
Don't forget to check out other amazingly crafted games from developers across the region in this year's showcase, everything from new and upcoming releases, fresh demos to other exceptional games made with love! 💖
Fixes Fixed variable error when saving related to tavern stocks Fixed restock error when certain news are active If you have any feedback to share or if you continue to encounter issues, drop by Craggenrock's Discord server or post in the Steam discussions!
Fixes
Fixed variable error when saving related to tavern stocks
Fixed restock error when certain news are active
If you have any feedback to share or if you continue to encounter issues, drop by Craggenrock's Discord server or post in the Steam discussions!
Hi shopkeepers/crafters! Version 2.0 is here! This major update brings new ways of transforming materials and crafted items aside from the established ones, a news system overhaul (with new event types), item icon refresh as well as some more QOL changes and bug fixes. Watch the
Hi shopkeepers/crafters!
Version 2.0 is here!
This major update brings new ways of transforming materials and crafted items aside from the established ones, a news system overhaul (with new event types), item icon refresh as well as some more QOL changes and bug fixes.
As we get closer to the game's 1 year anniversary, I'd like to bring in more stuff to Craggenrock to fully flesh out its potential and I hope this update brings us closer to that goal. I really hope you guys everything that's new and fixed here, and I'm looking forward to hearing from y'all.
See you all back in Pareho 👋
-Ardeimon
Changelog
What’s New
Added 3 recurring events
These types of events happen on regular intervals and are not affected by the number of news you have or your reputation.
These include:
Paydays
Paydays occur twice every month, either during the 5th and 20th or 7th or 22nd. The dates are randomly decided per save file.
During paydays, all adventurers will ignore any criteria when choosing what to buy. If they can use an item and they can afford it, they will buy it! No quality, durability, etc. to think about ‘coz they got the moolah.
Remembrance Week
Remembrance Week occurs during Duerno 13 until 19.
During this time, no adventurers will be shopping. You might also notice them missing from the town.
Solidarity Week
Solidarity Week happens during Unna 7 until 13.
While this event is observed, no townsfolk will be shopping. Pareho residents will prefer to stay at home.
Added 3 seasonal events
These special types of events, when triggered, have multiple stages that can significantly change supply and demand in Pareho during its duration.
These are:
Harvest season
Farmers in town will get really busy during this time, temporarily increasing demand for certain items and visits from farmers.
While the harvests are going on, expect lower farmer counts in your shop.
Once it's done, you can expect higher supply available in the town fair.
Hunting season
Hunters (and barbarians) will participate in this, affecting item demand and making more of them visiting your shop.
Expect lower hunters and barbarian shoppers while the hunts are going on.
Once the hunts are done, expect more monster-related material supply in the town fair.
Homecoming
Adventurers need to go home too every once in a while. In preparation for the trip back, expect higher than usual traffic in your shop.
It'll be followed with a dip in adventurer counts. They’re home so, yeah, what’d you expect?
Added 19 more news events
Sometimes, the mining company’s foundry will need repairing, disallowing you from ordering ingots for some time.
Hannah from the tavern will now host caterings and parties, affecting food and drink availability.
Isalin may encounter road blockages preventing her from arriving. She may also arrive early sometimes!
You may now encounter shopper surges, where your shop will get flooded by only 1 type of shopper (e.g. all Soldiers, all Champions, etc.).
Fads are here. Some items will get temporary boosts in demand, making them more attractive to certain shoppers.
Condemnations are now here too. When something is condemned, that item’s demand is temporarily lowered and will disgust certain shoppers.
The town hall might issue prohibitions too due to public health concerns, preventing the town fair from restocking certain items for a few days.
Every now and then, you’ll get new sets of adventurer recruits, increasing adventurer traffic in your shop.
Arlo has his ups and downs too!
When he’s feeling inspired, any item he crafts gets +1 quality.
When he’s feeling down, any crafted item suffers -1 quality.
Sometimes, specific adventurer types will be gone from the island.
Barbarians may go back for the arena tryouts.
Soldiers might be called back for training camps.
Paladins may embark on their pilgrimages.
Travelers may have a tough time docking due to rough waters.
Your reputation spreads, and it will get people talking. You may get praises, rumors, and whatnot concerning you, attracting certain classes of customers.
More bedroom decor
Added 5 new blanket options
Added 5 new pillow options
Added option to add a wall painting, with 4 new options
Added option to change bedroom & shop floor colors, with 20 colors to choose from
Added option to change bedroom desk chair, with 5 options available
Added option to change bedroom desk, nightstand and wall shelves (4 options to choose from)
Added option to add curtains, with 16 options available
Added option to change bedroom layout, 1 new option
Added option to change wall shelves decor, 2 new options
You can use cloth-based gear to transform them back to fabrics of different sizes in the spinning wheel
You can now convert strips back to yarn in the spinning wheel
You can now recycle hide- and leather-based gear in the tanning rack to get hide/leather or strips back.
Extended recipes to craft Ash to include roots as well as hide-, cloth- and leather-based items.
2 new achievements
Breaktime Bites
Today's Records
Added a few more starting items
A mallet/hammer
Fiber rope
Gloves
6 random hide strips
New secrets 😉
Redone
Item icons updated
Some icons need some pixel work, and it has arrived!
Most noteworthy of the changes are for Wistrite-based items. They used to look magenta-ish and are now more of a dark green tint.
Renamed some items
Renamed cloth armors to shirts
Updated cloth armors' description to align as shirts
Renamed metal hammerheads tochunks
Renamed wood hammerheads to blocks
Changed some items
Changed cloth sash to cloth rope
Changed hide sash to monster rope
Updated the recipe
Changed leather sash to fibrous rope
Updated the recipe
Changed capes to beddings
Updated recipe
Improved all item descriptions
Note:If you already have any of these items in your bag/storage, they will automatically change.
Balance
Adjusted ore smelting times
Increased: Wistrite, Craggenrock, Sunstone
Reduced: Linzorite, Malton, Marsilon, Tagron
Increased gear type-related variables related to price calculation
Adjusted quality-related variables related to price calculation
This should result in less “Overpriced!” reactions
Updated customer preferences to reflect item changes
Shirts (formerly cloth armor) now also preferred by soldiers, paladins and townsfolk.
All ropes (formerly the sashes) are now preferred by everyone.
Beddings (formerly capes) are now preferred by everyone.
Added: knives (avian and bone), daggers (avian and bone), axes (bone), flails (wood), paddles (bone), staves (avian and bone), tridents (avian and bone), shirts, shoes (all except the basic ones), beddings, mantelets,
Removed: bucklers, pikes (metal)
Champions
Added: tomahawks (bone), helms (hide and leather), ropes (all)
Added price inflation (sorry 🙁)
Every month, all materials will have a slight price increase
You can slow down inflation by raising the town’s Security, Stability, Prosperity and Welfare
Added XP gains when reading the textbooks scattered around town for the first time
Note:If you’ve already read them before, read them again to get the XP!
Food prices now scale along with material prices and are affected by inflation, too.
Adjusted level requirements for news to start popping up from:
around 6 levels combined to 5 levels, and from
30 days to 20 days
Increased starting maximum active news from 2 news to 3
Adjusted some old news
Braso injured and Braso feeling a bit lazy
Severity reduced to 1
Heatwave
Increase possible duration range from 1-7 days to 2-9 days
Mine closing
Minimum duration increased from 1 day to 3 days
Maximum duration increased from 3 days to 12 days
At low severity, it now affects access to Elgonite and 1 other ore
At medium severity, it now affects Elgonite and 3 other ores
At high severity, it now affects all ores
Mine luck
Minimum discount increased from 10% to 15%
Maximum discount decreased from 50% to 40%
Influx and efflux
They now share the same maximum severities and values
Increase/Decrease in walking people outside, shop visitors and random NPCs outside the shop are now separate
Demand
Updated demand's effect to include all gears instead of just one category
Now either increase or decreases demand
Adjusted duration range from 1-8 days to 3-6 days
Reduced maximum severity from 5 to 3
Made severity to affect duration and effect
Severity 1: minimum duration only, increased demand only
Severity 2: between minimum and max duration; 50% chance of increased demand, 50% chance of decreased demand
Severity 3: maximum severity only; 50% chance of increased demand, 50% chance of decreased demand
Reduced maximum amount of gems per variant per order to:
Max of 3 pieces/variant/order at license level 1
Max of 7 pieces/variant/order at license levels 2 and 3
Reduced maximum amount of ingots per ore type per order to:
Max of 5 pieces/ore type/order at license level 1
Max of 10 pieces/ore type/order at license level 2
Max of 15 pieces/ore type/order at license level 3
Changed how the market decides its supply
It now only regenerates once the season changes.
Stalls that have run out of supply of a specific item will continue to resupply it at the end of the day as long as the market has some. If no supply is left, you can only wait until the season changes or when some news changes the supply again.
Adjusted how you get news by introducing cooldowns
Before, getting news was entirely random. It meant that it is possible to get news that can cancel out each other (e.g. both influx and efflux at the same time).
By introducing cooldowns and through a general news system upgrade, you are much less likely to get news when you just have received some, or while there are still active ones. You will also no longer get contradicting news.
Item demands now soft reset every 4 days instead of 6.
Adjusted chances of hunters, soldiers and cloaked shoppers appearing at lower crafting and sales levels to be much closer to one another.
Access to Saxanite and Wistrite, once bought from Karron, now resets at the start of every month.
Changed requirements to start Chapter 2
From 3000 net sales/30 in-game days passed -> 3000 gross sales/18 in-game days passed
Reduced shelves cost from Braso (from 1000 -> 800)
QoL Changes
Shoppers will now also react if items are reasonably priced, not just when you have under/overpriced an item.
You can now see how much you have in storage of a material when buying from the town fair and from Braso.
Items’ amounts that are currently the maximum for a stack are now displayed in blue.
The calendar now shows when town merchants restock, when Isalin is in town, and affected dates of recurring events (i.e. paydays, Solidarity/Remembrance Week).
Lucky mine events now tell what ores are affected.
When Braso is feeling unsafe and can’t restock, the duration is now visible.
Shopper reactions when judging items are now colored based on whether they’re good or bad.
The crafting table minigame HUD now changes looks based on the quality of the item you’re crafting.
Misc. Changes
Added more adventurer dialogue for:
Hunter
Soldier
Caped
Barbarian
Adjusted old adventurer dialogue referencing preferences
Hunter
Soldier
Caped
Any mention of “caped” is replaced by “cloaked”
Barbarian
Paladins
Travelers
Champions
Rephrased some texts
Changed “Armor” type name to “Body Armor” to clarify things
Split the use of the “Weapon Head” type name to “Wood Block” and “Metal Chunk” to better show difference
Clarified some texts referencing the term “armor” when the intention was to refer to body armor to use “body armor” specifically
Updated old news blurbs
Other smaller rephrasing
Added more random dialogue
Reordered and renamed bedroom decor categories
Added more dialogue for completing jobs with better durab submission
Now also have separate list for paladins 'coz they talk like pompous peeps
Expanded market popup BG
Updated some button prompt texts to make them more concise
Updated decor change button prompt text
Condensed some button prompt texts that reference changing menus/pages/sections/etc.
Changed the bottom window in the shop to the wider one
Gear that can be recycled in workbench are no longer grayed out in the Workbench screen
Hid decimal places in HP and SP value displays in HUD and inventory
Improved savefile info display in Load File screen
Expanded socials with Instagram, achievements and ability to view the changelog
Made slight updates to the title screen
The tavern now has a sign outside.
Added some menu animations
Updated Specialist and Took No Shortcuts achievement descriptions
Other minor changes
Fixes
Fixed items disappearing if you right click an item to auto-store it and the bag/storage is full
Fixed date-related check for a certain achievement
Fixed barbarian chances of appearing as shopper
Fixed some helpful NPC dialogue not locked behind donation level checks, allowing them to be said even if they shouldn’t
Fixed wrong reference to tanning rack in level up texts
Fixed coloring of news texts
Fixed some recipes not able to be crafted even when conditions are met
Fixed wrong crafted amounts when using the block/disc/soles mode in the workbench
Fixed decor sometimes not changing when clicking on it
Fixed not being able to craft certain yarn in the spinning wheel
Fixed wrong position of scrollbar in Load Game screen
Fixed food pricing having decimals
Fixed more grammatical errors in various texts
Fixed absurdly tall button cursor detection height in multmarket
Fixed shop names showing in purple
Fixed wrong game and developer logo coordinates during startup in rare occasions
Fixed rare occurrence of crafting status carrying over from one savefile to another
Fixed item duplication when returning items to the bag
Fixed not being able to exit out of reading a signage when not facing it
Fixed error when accepting jobs
Fixed some adventurers looking unintentionally bald
Fixed error related to farmer appearances
Fixed NPCs spawning on top of each other
Fixed condition for Yarning for More achievement
Fixed walking people outside not spawning enough
Other minor fixes
Semi-Fix
Talent points that mysteriously did not get assigned when levelling up will be available the next time you level up.
Notes: The most recent version before this update is v1.0.4.0. There are no publicly available updates between them. Also, this version marks a versioning system reset. Previous version increments were inconsistent, so this sudden jump aims to make things right. Lastly, you should be able to load old save files safely with this update. No need to start from scratch!
If you encounter any problems, please head on to Craggenrock's Discord server or feel free to post them in the Steam discussions forum!
Hi shopkeepers/crafters! Good news to y'all, the Craggenrock v2.0 update will be dropping soon this May , bringing new decor options, plenty of balance changes, QoL improvements, bug fixes and more. 🥳 Check the video below for a sneak peek of what's to come. As we are nearing th
Hi shopkeepers/crafters!
Good news to y'all, the Craggenrock v2.0 update will be dropping soon this May, bringing new decor options, plenty of balance changes, QoL improvements, bug fixes and more. 🥳 Check the video below for a sneak peek of what's to come.
As we are nearing the game's anniversary, expect more stuff to liven your gear shop experience!
Stay tuned for more updates and see you all back soon in Pareho!
Hi shopkeepers/crafters! This patch brings new ways of transforming materials (and crafted items) aside from the established ones, as well as some more QOL changes, bug fixes and the like. Additions You can use metal gear on anvil to transform them to blades/poles/bars/wedges/etc
Hi shopkeepers/crafters!
This patch brings new ways of transforming materials (and crafted items) aside from the established ones, as well as some more QOL changes, bug fixes and the like.
Additions
You can use metal gear on anvil to transform them to blades/poles/bars/wedges/etc.
You can smelt metal gears back to ingots in the furnace.
You can use wooden gears in the workbench to transform them to poles/grips/etc.
Staves, mallets, clubs, paddles and wooden shields of all sizes.
Note: These new crafting methods do not appear under the Recipes tab. You will have to discover them on your own!
They are available to use as soon as you have access to the corresponding stations, perfect for redoing any botched crafting attempts.
QOL Changes
Recipes will now show an indicator if you are able to craft them
The Recipes tab will “remember" the position of the last category you visited
You can now switch workbench modes using the quickslot keys for qslot1 and qslot2 (default 1 & 2)
You can switch between crafting menu and recipe menu using Previous/Next menu keybinds (default Q & E)
You can hover over talent slots in the Skills menu to view their name and description
You can use the quickslot binding to switch tabs in Encyclopedia
You can use the quickslot binding to switch tabs in the mining office order form
UI Changes
Updated title screen background
Updated load file screen
Changed the color for Exceptional quality items from a yellowish hue to a more purplish one
Added quality indicator in shelf slot
Added some slight animations to some icons when hovering over them
Menu nav
Recipeslot
Talentslot (Skills)
Jobslot
Shelfslot
Close button
Encycslots
Changed hover status on recipeslots
Changed hover status on encycslots
Changed hover status on ledger tabs to be in line with encyclopedia ones
Removed Bluesky link
Reworded some texts
Adjusted text and text cursor positioning in search bars
Fixes
Fixed recent menu key not leading to recent menu properly
Fixed spinning wheel animating when nothing is being crafted
Fixed some instances of not being able to proceed while talking to an NPC
Fixed rare instance of error on fainting with an NPC nearby
Fixed being unable to exit the menu when using the search bar
Fixed binding input crashes
Fixed time not pausing while decorating
Fixed load file slots not updating text when deleting files
If you encounter any issues or if you have any feedback, feel free to post them in the Steam discussions forum or hop on Craggenrock's Discord server and say hi!
Adjustments Improved fainting cutscene by making it faster Fixes Fixed variable error crash Fixed gaining double fatigue when HP is getting used Fixed background and ambient music not resuming after waking up upon fainting Fixed other variable-related errors Sneak Peek 👀 Curious
Adjustments
Improved fainting cutscene by making it faster
Fixes
Fixed variable error crash
Fixed gaining double fatigue when HP is getting used
Fixed background and ambient music not resuming after waking up upon fainting
Fixed other variable-related errors
Sneak Peek 👀
Curious about what's in store for Craggenrock? You can now check the public board for future additions to the game.
Adjustment Adjusted mining office delivery time calculation Delivery dates should now be a bit more forgiving when ordering more varied items in small amounts. You may now notice ordering varied types of ore in small amounts result to shorter delivery times, but may cause longer
Adjustment
Adjusted mining office delivery time calculation
Delivery dates should now be a bit more forgiving when ordering more varied items in small amounts.
You may now notice ordering varied types of ore in small amounts result to shorter delivery times, but may cause longer times for heavier/bulkier orders.
This will only apply to new mining office orders. Any ongoing orders should remain unaffected.
Fixes
Fixed job giver error
Fixed incorrect amounts being donated when donating items
Fixed some emotes showing in wrong coordinates
Fixed some instances of doors facing the wrong way (spoopy, I know 👻)
Semi-fixes
Some of the issues resolved by the fixes below are a bit difficult to tackle mainly due to them either 1.) needing an extremely specific set of conditions to trigger, or 2.) have been difficult to reproduce so far.
Nonetheless, these fixes aim to address them.
Fixed customers buying an item from a shelf that has been already picked by another customer
Fixed held item disappearing on room change
Fixed instances of cutscenes not properly starting on room transfer
Sneak Peek 👀
Curious about what's in store for Craggenrock? You can now check the public board for future additions to the game. A writeup going more into detail will be posted soon, hang tight!
Hi shopkeepers/crafters! This new patch mainly focuses on adjusting customer behavior, addressing their refusal to buy items. You may now also read books around town to learn more about the game. Theft has also be re-introduced in your shop; be careful with your item pricing! And
Hi shopkeepers/crafters!
This new patch mainly focuses on adjusting customer behavior, addressing their refusal to buy items. You may now also read books around town to learn more about the game. Theft has also be re-introduced in your shop; be careful with your item pricing! And lastly, some more bug fixes.
Additions
You can now read bookshelves scattered around town to learn more about the game’s different mechanics.
Adjustments
All customer types (except Serious ones) will now buy cheap (but not underpriced) items as long as other checks are met
Readjusted Average customer behavior
They will again use their budgets in checking if they can afford an item, reverting the change in v1.0.2.1.
Increased their base budgets.
They will now steal items that are unpriced (i.e. items with the price of 0) immediately after spotting them.
They will no longer give tips.
Adjusted Cheap customer behavior
They will now also steal items that are considered underpriced in addition to unpriced ones.
They will now steal items they can steal immediately after spotting them.
They will now buy items with as low as -6 demands, previously only until -3.
They will now cause -2 item demand reduction when buying something, previously -1.
Adjusted Serious customer behavior
They will now buy items with as low as -3 demands, previously set as 0.
They will no longer comment on your item pricing.
They will now raise the item demand of items they buy by 1 instead of lowering them.
Adjusted Picky customer behavior
They will now raise the item demand of items they buy by 1 instead of lowering them.
Adjusted Focused customer behavior
They will no longer raise or lower your reputation during checks and when buying from your shop.
Adjusted starting level XPs when starting out
Removed collisions with walking NPCs outside
Removed fatigue tutorial popup while doing something
Fixes
Fixed instances of merchants and town fair not restocking properly
Fixed instances of not gaining beginner resources when starting new game
Fixed incorrect playing of night ambient music playing during cutscenes
Fixed incorrect stealing implementation
If you encounter any issues or if you have any feedback, feel free to post them in the Steam discussions forum or hop on Craggenrock's Discord server and say hi!
Fixes Fixed permanently locked player bedroom door after loading a savefile All you need is to sleep. When you wake up, it should clear up. Fixed pressing Tab sometimes not leading to any menu Fixed cutscenes that start upon room transfer not progressing properly Fixed surface cr
Fixes
Fixed permanently locked player bedroom door after loading a savefile
All you need is to sleep. When you wake up, it should clear up.
Fixed pressing Tab sometimes not leading to any menu
Fixed cutscenes that start upon room transfer not progressing properly
Fixed surface crash
Under Investigation
Customers sometimes buy something from the same shelf when they shouldn't
Hello! This patch aims to address some common errors reported as well as adding a few QoL changes requested. These are based on feedback collected from you, and from the people who visited Craggenrock's booth during the recently-concluded PGDX. Note: There is no public release of
Hello!
This patch aims to address some common errors reported as well as adding a few QoL changes requested. These are based on feedback collected from you, and from the people who visited Craggenrock's booth during the recently-concluded PGDX.
Note: There is no public release of v1.0.2.0. It was combined with this patch.
QOL Changes
You can now use the increase/decrease buttons while pricing to increase/decrease the price more effectively.
After pricing an item on the shelf, you will immediately exit the menu upon pressing Space or Enter to save the item's price.
Cutscenes that require money payment now show your money available in the chat box for your convenience.
Progression
Adjusted Braso’s restocking schedule from:
once every week M day (100% chance) -> twice every M (100% chance) and Th (66% chance)
Braso restocking is still subject to news (i.e. he will still not restock if he is feeling unsafe even if it’s his schedule to restock).
You now gain some Sales XP whenever a customer checks an item on a shelf with a “reasonable price”.
The amount you earn is based on the item’s quality.
Additions
Added a new game option to start at the crafting tutorial
Added a system to make it easier to sell items during the early stages of the shop
A new binding called "Recent Menu" has been added and set to Tab as the default binding. By default, this opens to the inventory, but it will remember your last menu position.
Re-added Keep text beside HUD item name when holding something
You can now reset all settings (excluding bindings) in the Settings menu by holding Backspace
You can now reset all bindings in the Settings menu by holding R
You can now unbind a binding by right-clicking a binding while hovering over it with the cursor
Note: The main bindings for movement, Interact, Activate, OK and Back can only be rebound, but not unbound.
You can now restore a binding back to its default configuration by pressing R while hovering over it with the cursor.
Adjustments
The ledger is now permanently available and will no longer need unlocking.
Made tutorial progress immediately after crafting a bar on the anvil during crafting tutorial
Cheap customers will now always buy items that are cheaper than their expected price.
Average customers will now buy items that are “within a reasonable price range” and will no longer use their budgets.
Shop customers are now a bit more expressive to give a better idea on why they're not buying.
Fixes
Fixed delivery box showing earlier than intended
Fixed delivery box becoming inaccessible once the player has encountered it once before and revisited it
Fixed delivery slots causing duplicate items when auto-claimed via RMB
Fixed not being able to submit requirements to a job in a second visit to an NPC
Fixed issues when starting a new game after loading a savefile
Fixed softlock issues in tutorial
Removed outdated reference to unowned ledger in Chapter 1
Fixed Karron not recognizing your levels properly when he asked you to prove yourself to him on Chapter 1
Fixed Arlo getting stuck on town hall intro on Chapter 1
Fixed being able to exit out of important dialogue
Fixed money not updating when submitting it for a job
Fixed some instances of title screen music not playing
Fixed Braso reacting your prices are steep even when they’re low during selling tutorial
Fixed outdated reference to pricing controls during pricing tutorial
Fixed wrong page numbers in level up screen
Fixed empty Intuition talent effect in Sales level up screen
Fixed crash on NPC sprite change
Fixed coords not updating when opening map
Fixed issue with closing shop in tutorial
Fixed customer pathfinding to prevent player interference
Fixed wrong popups shown by the decor object and ledger while the shop is open
Fixed some recipes not proceeding despite being unlocked
Fixed pricing button text to included the unintentional removal of ability to reset to the previous price by pressing R
Fixed wrong popups shown by the shop’s front door
Fixed not being able to take a screenshot via Steam
(Dev Note: Huge thanks to the person who reported this. I didn’t know it was a thing!)
QOL Changes - Added display of player money while shopping in the town fair and in Braso's shop - Popups will now show while browsing Braso's shop, when buying from the town fair, or when buying from Isalin showing if items you are about to buy will exceed your bag's capacity Adj
QOL Changes
- Added display of player money while shopping in the town fair and in Braso's shop
- Popups will now show while browsing Braso's shop, when buying from the town fair, or when buying from Isalin showing if items you are about to buy will exceed your bag's capacity
Adjustments
- Adjusted the way mining office deliveries are handled
Fixes
- Fixed references of gold in haggling screen
- Fixed being able to check out items from Braso's shop when the bag doesn't have enough space
- Fixed being able to add more items to your basket in Braso's shop when the bag doesn't have enough space
- Fixed some UI issues with shopping in Braso's shop, the town fair and food counter in the tavern
- Fixed crash after completing Karron's requirements in Chapter 1
Great news, everyone! I, Ardeimon, am proud and excited to announce that... Craggenrock is finally out now! 🎆 I'd like to thank everyone who has supported me and the game over the years, from my family and peers to my mentors, testers and acquaintances. It has been quite the jou
Great news, everyone!
I, Ardeimon, am proud and excited to announce that...
Craggenrock is finally out now! 🎆
I'd like to thank everyone who has supported me and the game over the years, from my family and peers to my mentors, testers and acquaintances. It has been quite the journey to get this far. This has been a labor of love and tears that I am really hoping you will enjoy!
Hello everyone! It's been a while but, Craggenrock has received a brand new demo ! This demo massively improves upon the old version available years ago, bringing better game balance, progression and stability. What's even better is you can now (briefly) get to properly meet some
Hello everyone!
It's been a while but, Craggenrock has received a brand new demo! This demo massively improves upon the old version available years ago, bringing better game balance, progression and stability. What's even better is you can now (briefly) get to properly meet some of the townspeople of Pareho with an expounded story! If you haven't yet, try it out now🔥
Here's a preview of some of the improvements you might not have seen yet:
Hi everyone! II understand that it's been a while since the last update. Let me fill you in with the game’s development thus far and what’s going to happen from this point on, and boy, there’s a lot to cover! For the most part since late last year, development has slowed down to
Hi everyone!
II understand that it's been a while since the last update. Let me fill you in with the game’s development thus far and what’s going to happen from this point on, and boy, there’s a lot to cover!
For the most part since late last year, development has slowed down to a crawl due to some personal issues I had to deal with, combined with preparation for Craggenrock’s attendance to some local events. These, together with the amount of feedback I got from all the said events and the previous demo releases, made it difficult to prioritize what parts of the game needed much love. I took the time to realign myself and the project to make sure everything’s right where I want it to go.
Now that things seem to have calmed down a bit, it's finally time to really get working on the game again.
So what about the game? What's going to happen now?
I will release it soon. The game is NOT being cancelled, shelved or anything of the sort.
As for the release date, stay tuned! I don’t really want to overpromise and end up disappointing people (and myself). I want to make sure that Craggenrock will be at its best when it releases and, as of now, I still think it needs a bit more work. It’s getting there (I know, it’s exciting!), but there’s still more polish and content needed for it to reach its potential.
My ultimate goal is to have the project released by this year, 2024. That’s my final word.
What exactly are you still working on in the game? Why is it taking so long?
Here is the list of features I’ve listed in the game’s store page. Let’s go by them one by one.
Skill-Based Crafting
Shopkeeping
Jobs and Haggling
(Build Your Own) Reputation
Town events
Create the (Craggenrock) recipe
Skill-Based Crafting
If you have played the demo before, you might have already tried the crafting system in its almost-complete state. All workstations already work as intended. You can already craft anything as long as you have all of the materials needed for it and, for items that require recipe unlocking, the unlocked recipe.
However, I understand that too much too soon can be a bit overwhelming for some considering the amount of workstations available straight away. To alleviate this, I've delayed the introduction of the spinning wheel and the tanning rack until after you've payed Braso and have spent at least a month in town. This way, you can familiarize yourself with some of the workstations enough before learning how to work with a few more.
Aside from polish and bug-fixing, I’m currently working on adding a system that lets you modify the stats of items you can craft via “custom crafting”. All materials have stats that can increase or decrease equipment stats of items you are about to craft in the crafting table. What makes this quite complicated is the amount of references I’d need to update in the code as I, admittedly, haven’t made any foundations of this in earlier versions of the game. This goes beyond just crafting; item stats affect customer choices in shop selling and issued jobs. The expanded skill/talent system (more below) also affects how item stats turn out during crafting and that adds a bit more work to do. As of the time of writing this, I have made the necessary preparation and just need to make the stats start applying to crafted items. I have expanded the crafting table menu screen in preparation for this.
The most important bit that I also need to work on is the changing of item quality while you’re playing the crafting table minigame; this is what I think defines the “skill-based” aspect of the crafting in the game after all. This part has been in the game for quite some time now, but was disabled in the earlier versions of the demo. While this is technically “done”, it still needs tweaking on how sensitive the quality changes go. Based on the feedback I’ve received from previous events and demo releases, the crafting table minigame has been consistently described as the most fun part of the game so far. I’ve done tests on this and I’ve started to enjoy playing the minigame myself. I will enable it in future demo releases and make tweaks based on people’s feedback.
Right now, this minigame is set in such a way that quality will go down the more you miss, but having enough “perfect" hits can completely cancel this out. I’ve configured it just enough to reward people who can time their presses properly, but not punish people too much for missing their hits too much.
Your Crafting level dictates the base amount of progress you make depending if it’s a miss, a “good", an “excellent" or a perfect hit. Having more recipe mastery can slightly increase the amount of progress you make when landing hits, while your fatigue levels no longer play a part in how much progress you make.
Shopkeeping
I’d like to think that the shopkeeping in the game is functional, but still lacking a personality. Some of my current goals are to improve customer behaviors while shopping in the shop and to improve the shopping gameplay by making it less frustrating in some cases.
Customers in town, including your shop, have “classes” and “types” that determine what items they’re willing to buy, how much they’re willing to spend and how they go by making these decisions upon entering your shop. What I’m currently working on is making these more apparent by including some behavioral changes to the customers. Some customers should now decide and move faster (or slower) depending on what their class is and they start emoting to show what they think about an item they’re checking out. I also decided to adjust their movement patterns to make them feel more like real life shoppers to an extent, and to be much less robotic to say the least. Their overall starting budgets were also increased, but I will still need to improve their criteria checking based on your feedback.
I've also adjusted the pricing guide that appears right of the pricing text box. This was included to help players decide how much they can sell their goods. In previous versions of the demo, the expression changes were either too vague or too easy to "game" and even failed to consider the total capital needed to produce the item you were pricing (my bad!). At its current improved implementation, Arlo's expression should still show when you're pricing items too high or way too low at the base level; that means you will get alerted if you are about to lose money if you set the price at a certain level, or if you'll be selling an item for a price that absolutely no one will buy it from. What changed is that the accuracy can differ vastly every time you try to price an item, with your fatigue level being another factor that can influence this accuracy. To further provide help for some players, you also get an option to increase this accuracy by investing your skill points in raising a certain talent (more on this in the Skills and Talents section below).
Aside from these changes, I’ve adjusted stamina consumption and time passing while the shop is open to be slower. Hopefully, these changes help you last a bit longer in the shop, making you faint much less. (Still need to watch that SP bar, though)
Additionally, I’m thinking about adding a possible new feature that could allow you to influence customers’ decision making while in the shop. Based on my observations and my own experience playing the game, I think shopkeeping needs to feel a bit more dynamic. I will still need a bit more time to plan this out well; I will make another update in the future on how this will turn out to be.
Jobs and Haggling
The biggest deal about this part is the haggling. While I did not intend for it to be the main feature in the game, implementing it turned out to be more work than I expected. The actual gameplay is one thing, making it somewhat intuitive is another. Right now, a barebones version of it is included in the game but, similar to the quality changes in crafting, it is disabled in the demo. Here's a rough representation of what it currently looks like.
As you may see, the plan for it is reminiscent of turn-based battle systems. I wanted haggling to feel and play as dynamically as the crafting in the game, but more appropriate to the selling aspect. I think highlighting the back-and-forth exchange between Arlo and a potential customer is the way to go, and a turn-based "battle" system felt like the right choice.
The goal in haggling is to essentially smooth-talk your way to convince customers to commission you, and in here it felt right to have your Sales talents come into play. As shown in the gif, the system already works to an extent but would still need a lot of improvements. It's perfectly understandable if the entire thing looks confusing and overwhelming. I will continue to work on this and make it the way I envisioned it to be.
On the job side of things, I've fixed when job givers start to appear from Crafting level 2 to Sales level 2. It just makes more sense, I think.
Reputation
Compared to the rest, this system is relatively "done". The entire thing is working as intended, and improvements may be in order in the future as needed. What it currently lacks is a proper explanation on how it works, what it influences and such. I'm working on making a short introduction about this along with other systems in the game.
Right now, you can expect your reputation to change a bit more based on your actions in town and this can be more easily noticed. Before, reputation changes are primarily tied to crafting and selling. Now, your choices in dialogues can also influence your reputation. Even the amount of time you open your shop can make you more/less reputable. You may also start noticing adventurers in town behaving and talking to you differently based on your reputation. If you have a favorable reputation based on their class, they will be willing to issue a job or haggle with you. However, if you don't, they will insult or underestimate you and will decline on issuing jobs. Be even less desirable, and they'll outright avoid you.
To help ease you into this whole system, I've also delayed its introduction until you reach Sales level 2 and have spent about a month in town, where it will be properly explained and start to affect your playthrough.
Town events
Town events were meant to introduce a bit more spice while running your shop. I'd like to think that randomness is one of the vital components of making games like Craggenrock feel more alive, and town events are one of the ways to achieve that. They can be anything from raising/lowering demand for certain item types, making certain classes/types of customers more likely to come to your shop and so on.
Currently, news can affect the woodcutter Braso's shop. His shop's operating days/hours can change on certain weeks. (Don't worry, you will be notified about this in advance). I've also added other events like:
Ore discounts at the mining office
Temporary unavailability of ores
Delays in mining office order deliveries
Increased/Decreased customers in the shop
Heatwaves (where you wake up fatigued)
I'm planning to add some other events in the future too, ones like:
Demand changes for certain items
Seasonal events, where categories of material supplies/prices change (e.g. harvest seasons where plant-based materials are more abundant and cheaper)
... and more.
I plan to add more event types in the future, so be in the lookout for those too.
Create the (Craggenrock) recipe
For now, I'll be keeping this under wraps. It's for you to find out, after all. 😉
What else is new?
Here are some other things I've worked on that don't fit any of the listed features.
Customization
As shown in the gif below, you can now change the look of your shop by changing the counters and shelves, counter cloths, etc. You can also customize your bedroom. This will purely be cosmetic, so no worries about sacrificing style and self-expression over gaining/losing customers.
These items will be tied to future achievements, while some will be unlocked as you continue playing the game.
Expect more available options soon, plus outfits for Arlo.
Skills and Talents
You might be already familiar with the Crafting and Sales skills in the game and if you've tried some of the previous versions of the game's demo, you might have already seen some of the specializations available under your skills. I've improved what was previously referred to as skill sublevels, which are now called talents.
These talents allow you to specialize in certain aspects of your crafting and/or selling, granting bonuses and unlock items that will make running your shop fit your preferred playstyle a bit more. You can get crafting speed bonuses, access to new items and recipes and even get some insight on price changes with the merchants in town!
Dwindling Town Fair Stocks
I'd like to think that the town fair looked really vibrant, yet it lacks the spirit of one. It mostly felt like the fair was catered mostly just for Arlo. One thing I did to make it feel more alive is by having NPCs buy from the stalls slowly as days go by. You can now expect some stocks to completely disappear if you don't buy it in time before the fair stalls restock. This has always been one of my top intentions for the town fair, but have only managed to work on it this far in the development.
Miscellaneous
New town map
This improved version shows your current location and highlights the merchant shops in town. You can now also view the shop opening and closing hours for your convenience. I plan to make the location of job givers visible as well, making it easier to track them down.
Ledger tab showing active items on shelves
The Pricing tab on the ledger will now show a separate section showing just the items you have for sale to save you some time navigating.
Encyclopedia
The encyclopedia shows information about all items in the game. Currently, this shows some basic information about them.
Calendar
Your calendar will show the arrival dates of incoming mining office orders as well as any due jobs that you took. It will also show a reminder of your shop license's expiry at the end of the month if you have a license level 2 or 3.
Button guides for workstations
When minigames in the crafting stations are active, a small bar showing what keys/buttons do now show up. This should help with some of the confusion on how to interact with the minigames.
Improved job HUD visibility
I've added a subtle gradient behind the job HUD and increased the text contrast to make it easier to read the text.
Adjusted the time flow
A common concern for some is that time was going by too fast, either by just roaming around or when opening your shop. I've made time pass by just a tad bit slower to match the more laidback nature of Pareho without making it too slow that waiting for merchant shops to open might bore you to death.
More roaming NPCs
I think this further enhances the feeling of Pareho being a town of growth, lots of moving people going by their day. This includes just random townspeople going to and from the mines as the day passes by, adventurers going through the town to their different destinations and the people buying things in the town fair.
Other minor UI/UX changes, bug fixes and other improvements
Is that all of it?
Well, yes, for now.
If you want to stay updated with news about Craggenrock, you can:
Hi there, everyone! This is the first post in a series of sort of devlogs where I try to share a bit more about details on how Craggenrock is developed, my thoughts behind some of the decisions I made for the game and how I plan to move forward with the game’s development in the
Hi there, everyone!
This is the first post in a series of sort of devlogs where I try to share a bit more about details on how Craggenrock is developed, my thoughts behind some of the decisions I made for the game and how I plan to move forward with the game’s development in the future. One of my goals for writing these is mostly to chronicle my thought process while developing the game as it is getting closer to release. Aside from that, I hope that these posts will give you some idea of how Craggenrock came to be, how I hope it’ll be and how things will move forward from here on out.
These posts will most probably be long and rambly. I tried my best to preserve the way I would put my thoughts into words as much as possible, so what you’ll be reading more or less highlights the way I would normally think. Just to give an additional idea on what kind of monster developer would make such a game.
In this post, I want to focus on the primary focus of the game which is crafting.
How it Started
If you got the chance to try out Craggenrock in one of the couple irl events I’ve presented it in, you’re probably aware that the game stemmed out of my fascination with crafting while I was playing Divinity: Original Sin several years ago. (Check out this wonderful game if you still haven’t!)
It all started one night: I was just randomly organizing my inventory in the game and got pleasantly surprised you can drag-and-drop items on top of one another in your inventory to craft things. I was even happier when I realized that you can also drag items out of your inventory into the game world and craft items that way. I got so obsessed with discovering recipes for the game that I studied wikis to memorize some of the recipes, until the point I eventually dropped playing the game and focused on reading up on the recipes instead. That night, I opened up a word processor and just started typing some of my ideas away.
Wouldn’t it be cool if you could do this, or maybe do that?
How about if I do this instead of that; would that work?
There are a lot of possibilities for combinations.
Days from that night, I continued writing down ideas for what I thought would be a cool game.
The Hands-On Experience
Fast forward to a point where my ideas were more refined (and a bit more grounded), I began working on a small prototype to test my ideas out. Early on in the development, I already wanted to focus on crafting as the main mechanic in the game. Emphasis on the word focus. My personal experience with crafting in games at the time made me feel like crafting was more supplemental rather than a core experience while playing. It felt like crafting was just a means to accomplish something that when it’s removed entirely from the game, the game would still feel “complete”. It was like just an add-on. Certainly, there are games where crafting is more prominently highlighted in the gameplay and feels vital to the game experience as a whole, but it still wasn’t the headliner. In Craggenrock, I wanted it front and center.
I’m sure you’ve heard of a variation of the saying “Maybe the real treasure was the friends we made along the way”. Sometimes, there’s more joy to be had in the process itself more so than the final product. I think that it could be true in creative endeavors and for the skilled crafters out there. I wanted to highlight that kind of experience: getting into the nitty-gritty of how to go about making something, all of the nuances of using technique X instead of technique Y, the level of expertise required and involved, etc.
I thought of integrating this in the game by 1.) wrapping its whole premise where it can shine the most, by being a blacksmith, and 2.) making the whole crafting experience “hands-on”. In Craggenrock, you craft the materials that you use to make the items that you sell. By that, you work for it. You play minigames to craft your items: pressing, holding and timing buttons and clicks. There’s active involvement in the process. I find that it makes the experience much more satisfying and engaging rather than just placing items on a grid, pressing a button and boom– done.
There are a total of 6 crafting stations in the game:
Furnace
Anvil
Crafting Table
Workbench
Spinning Wheel
Tanning Rack
Each of them involves some kind of minigame except the furnace. (I get that crafting in the game starts out exactly like placing-items-on-grid-then-press-Craft, but I’d like to argue what happens after is the important bit.) All of them are controlled differently so there’s plenty of variation and the routine/order you’ll be playing them will depend on which recipe you’re following. So far, based on playthroughs I’ve watched and feedback I’ve received, some of them are pretty straightforward and relatively easy to understand like the anvil, furnace and crafting table. The rest might need some getting used to, but I did intend for them to have familiar controls to minigames from other games.
Furnace
It works exactly like how one would expect an oven to work. You put items in, you wait for things to finish then take them out once they’re done. If you put something in that easily burns, it’ll burn; otherwise, it’ll be fine to leave it there. It’s the crafting station where you just leave stuff in while you do other stuff.
Crafting time depends on the size of the ingot you’re trying to craft as well as the kind of metal you’re working with. You can combine smaller ingots here to make larger ones (however, you cannot split a large ingot to smaller ones). The furnace is also useful for re-smelting your failed crafting attempts on the anvil back to ingots. Aside from that, you can also craft alloys here once you have access to them. Lastly, it also produces a by-product called “slag” when smelting something, which can initially be useless early in the game but might be of use later on.
Anvil
The only crafting station with no menu and probably the poster child of the crafting stations. You put something you want to work with on top of it and hammer it out until you’re done. One unique thing where the anvil shines is when you’re working with metals; the sizes and the kind of metal matter. Some metals require more presses to get to the next form, and larger ingots have more stages than smaller ones.
Crafting Table
This is the most important crafting station as this is where your final item comes out of. The minigame is a timing-based one where you press a button as close to the center to make some crafting progress. The closer you are to the center when you press the button, the more progress you’ll make in the item you’re crafting.
Timing your presses here is important as it could affect the final quality of the item you’re crafting. Initially, the starting quality of your item is based on your crafting level, but it could still go up (or down) depending on how you perform in the minigame. This is the meat of the entire game. Other things like your fatigue levels and your skill sublevels also play a factor here. You can always aim to make high quality items if you want or mess everything up if there’s some need for it. It’s up to you.
As this is a timing-based minigame, it could be a bit frustrating to keep missing a lot. Don’t worry, missing still adds some progress to your crafting and at higher crafting levels, the less it’ll matter at affecting the final quality of your item.
Workbench
It works by holding down a button and releasing it once you’ve reached your desired shape. I based the idea on wood lathes that require holding down a chisel near the wood as it whittles it down to the right width or shape. It has 2 modes that you can switch between: poles/grips and discs/soles. You select a mode before starting the minigame and it will dictate what shapes the wood will transition into.
Poles/Grips
Wood
Pole
Medium Grip
Small Grip
Sawdust
Discs/Soles
Wood
Wooden Hammerhead
Wooden Disc
Wooden Soles
Sawdust
Like the anvil and furnace, the time it takes for wood to change shape is based mainly on the type of wood you’re working with. Some may take longer while others are relatively quick. This can be affected by your Woodworking sublevel.
It also produces sawdust as a byproduct of crafting every time you use it. Unlike the furnace though, you can intentionally craft sawdust by just holding down until the end. It is also virtually useless early in the game, but you may find it extremely useful later on.
Spinning Wheel
The crafting station for making cloth and yarn. The way it is controlled is based on how sewing machines use pedals and how some bikes need some extra effort to get things moving until you get some kind of momentum, where you can focus on maneuvering instead.
Like the references, to start crafting here, you have to continuously press a button to get the wheel going until it gains momentum. Similar to the workbench, the spinning wheel will go through multiple stage transitions. However, it’ll only do so as long as its wheel has momentum. You can leave it spinning if you want, but if you let it spin too much, it might make a much larger item than you would have wanted (provided you used enough materials). Once the wheel stops, you can either start it up again by restarting the wheel’s spinning or finish the crafting if it’s in the stage you want. It’s sort of a hybrid of the workbench and the furnace.
Here’s its uses:
The spinning wheel can be used to craft yarn by using the appropriate materials.
You can use that yarn to craft cloth which goes through from Small -> Medium -> Large stages for as long as you have enough yarn.
You can also use it to piece together small strips of cloth or smaller cloth to make larger ones when combined with enough yarn.
You can create cloth strips instantly by using any cloth; no minigame involved.
The effort it takes to get the wheel spinning depends on the kind of cloth you’re trying to make. Additionally, the maximum stages the spinning wheel will go through depend on the materials you used to start the crafting process. That means, for example, if you used enough yarn to craft only up until Medium cloth, the spinning wheel will only transition from Small cloth to Medium cloth and that’s it.
Tanning Rack
The minigame is played by holding down a button until it is within a “crafting region”. Crafting progress is only gained while the minigame cursor is within this region, so you need to follow it around by holding down and/or releasing a button. Admittedly, this was the last minigame to be implemented and was mainly based on the usual minigame for fishing present in other games. (Fish leather exists, so I guess there is still some kind of connection here.)
It is mainly used to process hides to convert them to leather. You can also create leather and/or hide strips here instantly, skipping the minigame.
Hand-Crafted vs. Mass-Produced
So far, I think I’ve shown the level of involvement I want players to experience while crafting by enumerating the crafting stations in the game and how they each have their own unique way of working. I hope that this could give a general sense of what kind of experience you’ll be having while playing the game. Now, to maybe close things off as this entire post is getting longer than I anticipated, I’d like to answer a question I get quite often:
Would there be automation in the game?
The short answer is no.
I understand that automation is convenient, not just in games but also in real life. I know that it makes things easier and makes things go faster, but I think that it goes against the experience I’d like players to have. I think that it takes away the sweat-and-tears aspect of finishing something you’ve created, in a way that it depersonalizes the process. I’m sure some of you have your own favorite meals that come in packs or cans, but you believe nothing beats a home-cooked meal by someone you care about. Or, you find it much more satisfying when you worked hard for something rather than it just being handed to you. It just hits different when it’s made for you or by you.
Despite this though, I understand some conveniences may be in order to cut some of the tedium off. I have plans of introducing shortcuts in crafting like auto-crafting, but this will still need some sort of input from players. Nothing set in stone yet, aside from one thing: there'll be no systems/machines/contraptions that can or will craft things automatically for you.
Wrapping Things Up
I think that’s enough for now. On the next post, I’ll discuss recipes and the items and materials available in-game.
Hey everyone! Craggenrock will be joining the first ever Philippine Game Dev Expo (PGDX) this coming August 18-20, 2023 as one of its Indie Game Stars. The event will be held at the SMX Convention Center in Pasay, Philippines. Grab your tickets , drop by and check out other games
Hey everyone!
Craggenrock will be joining the first ever Philippine Game Dev Expo (PGDX) this coming August 18-20, 2023 as one of its Indie Game Stars. The event will be held at the SMX Convention Center in Pasay, Philippines. Grab your tickets, drop by and check out other games on the event!
Stay tuned for bigger, hotter news coming this August!
Hello everyone. It’s been a while since the last update, I know. This time, Craggenrock received some pretty sweet improvements mainly with how it looks. Town Expansion For starters, the town of Pareho has been expanded a lot. The previous version of Craggenrock only featured a f
Hello everyone.
It’s been a while since the last update, I know. This time, Craggenrock received some pretty sweet improvements mainly with how it looks.
Town Expansion
For starters, the town of Pareho has been expanded a lot. The previous version of Craggenrock only featured a few maps which, while functional, made it feel like the town was barely alive. Hopefully, this town expansion will make it feel like Pareho really grew after what happened to it.
You will still be able to access the merchant shops and the town fair, but this time, there’ll be more people around in town.
UI Improvement
The UI graphics have also received makeovers. Lots of elements have been rounded and cleaned, hopefully to make things more cohesive while giving the game’s look a little more of that cutesy personality.
Crafting and Shopkeeping, ho!
There are plenty of small improvements with the game’s crafting and shopkeeping systems as well! Craggenrock’s crafting are a bit juicier and snappier. There are also more exciting things coming with how customers decide to buy items from your shop.
A limited playtesting run has concluded recently, and we received plenty of feedback regarding the gameplay. We're trying to get everything fixed and improved, so stay tuned for more updates!
Craggenrock @ ESGS These past few weeks, Craggenrock has appeared in a couple of events, beginning with the Electronic Sports and Gaming Summit (ESGS) , a gaming convention in the Philippines which was held from October 28 to 30, 2022 at the SMX Convention Center located in Pasay
Craggenrock @ ESGS
These past few weeks, Craggenrock has appeared in a couple of events, beginning with the Electronic Sports and Gaming Summit (ESGS), a gaming convention in the Philippines which was held from October 28 to 30, 2022 at the SMX Convention Center located in Pasay.
The game’s booth was visited by various players who were curious about the game and it received plenty of feedback regarding its cute art style.
Craggenrock on Demo Day
And, last November 12, Ardeimon pitched Craggenrock online as part of Philippine Indie Games Initiative (Project PIGI)’s Demo Day where the game was one of three finalists. Craggenrock also received the Audience Choice award. (To learn more about Project PIGI, you can check out their website or Project PIGI’s Facebook page for more details.)
You can watch the recorded live pitch on Facebook here.