July-August 26 Update
Belated Buon Ferragosto! 🏖️😊 We celebrated the triumph of our favourite first emperor as they intended on the Romagna coast for a week. But what did we do the other weeks?? What we did in the last 2 months: 1. We received a lot of playtesting feedback! 📝😗 5 people playtested
Belated Buon Ferragosto! 🏖️😊
We celebrated the triumph of our favourite first emperor as they intended on the Romagna coast for a week. But what did we do the other weeks??
What we did in the last 2 months:
1. We received a lot of playtesting feedback! 📝😗
5 people playtested our demo and sent us more than 6 hours of playtesting footage that resulted in almost 100 individual feedback points we fixed/implemented!!!
We are playtesting in waves to implement the feedback between them and we will increase the number of total playtesters per wave in the future. So if YOU want to playtest Golembert before its official demo release at the end of this year, join our Discord to request a key!
2. We uploaded a new devlog! 🎞️🥳
Alicia made stunning a new devlog about the last two months of her development process! It covers the Herbit Settlement, portraits for NPCs like Susu, Tomo, and Crane, as well as the latest Gardening UI Rework and a short sum up of our current playtestings. Definitely check it out on YouTube if you haven’t already!!!
And what are we currently working on? 🤔
1. We are increasing our playtesting capacities! 🔋
Because so many people requested a demo key in our Discord server over the last two weeks and because of the recent positive (meaning: very little negative) demo feedback, we will increase our playtesting wave sizes. So far only 4 people playtested a build at a time. We will probably go up to 6. That may mean: more feedback or feedback footage to look through, OR: the same amount of feedback because the demo got better. Let’s hope for the latter one!
If you want to request a key too, feel free to do so in our Discord server!
2. We are fixing our clipping issues! 📎
Currently the whole island is still one big sprite. That means that permanent obstacles like balustrades or low wall aren’t rendered behind the main character because they have no separate layer order identity. We will fix that by cutting out all objects that should be rendered in front. Easy!
And that’s it already for this month! 😊
If you would like to playtest our game before its demo release to give us feedback, you should consider JOINING OUR DISCORD SERVER so you can JOIN OUR beta playtesting program NOW!!!
You still have a month left to make this summer count,
xoxo Inspirationbert
Haven't watched our new devlog about our latest 2 months of of development progress? 🤔
Then be sure to check it out on YouTube via this link:
https://youtu.be/Z1LSQWhXNeA?si=DjhBNLFEBKwHQvkd 🤗





