The Copperfell Demo has been updated to v0.3! For the change log take a look further below. But first, here's some info about future content for the game.
Planned Content for the Full Game Release
In the mean time for these past months I've been actively working on adding more and more content for the full game release. Work is progressing very nicely, and now I can share more concrete info about what content you can expect in the full release version.
Here's a quick run-through of new content that will be available:
A Much Bigger World
The game world will be around 5 times bigger than that available in the demo. It will also contain the following:
A large central city, including a castle
2 new villages and several more small settlements, camps, and huts
New biomes - underwater, snow, swamp, jungle, desert, volcano, rocks
4 new higher leveled tiers of metals, wood, textiles, and leather
Over 15 new quests
Over 15 new monsters, including 2 boss monsters that have their own special mechanics
Orders
Orders will be a new way to train your skills. They are meant to be a more varied and less repetitive option to get your levels up, while giving you special rewards in the process. There will be 4 different types of orders:
Work Orders: You will be given a list of equipment that you have to create and deliver. You'll have to create them from scratch, ie first extract the resources and then craft them. If for example you try to deliver a copper sword that you made using copper ores that you already had before starting the order, it won't count.
Bounty Orders: You will be given an order to kill a specific amount of a type of monster.
Construction Orders: You will need to go to a specified location and reconstruct a damaged wall using planks or slabs. This is meant to be an alternative way to level up the construction skill.
Delivery Orders: You will be given a package that you have to deliver to a specified NPC. You have to actually walk to the destination. Teleporting will break the package. This is meant to be a good way to level up the stamina skill.
Each type of order will give you different types of rewards. They will also reward you with bonus exploration XP. There will be a UI tab where you can keep track of any current active oders you may have.
Dungeon Trials and Monster Loot
There will be 2 dungeon trials in the game. These will consist of a small set of rooms that contain higher leveled monsters the deeper you go. In each room you'll have to kill monsters until you get a key drop, allowing you to progress to the next level. There will be a reward chest at the end, with each trial having different possible unique loot.
Speaking of loot, many higher level monsters will have at least one unique rare item that they can drop. The way rare loot works is that the odds will gradually improve as you kill more of the same monster type without getting a rare drop. This makes it feel like you're not just wasting time if you go on an unlucky streak.
Several of these unique monster drops will be weapon attachments. These will be able to be attached to specific weapons to give them bonus stats and/or an activateable special attack.
There will be a UI statistics tab that will show kill counts and unique drop counts for each monster type, along with the current active drop rates for your convenience.
And More!
Some more additions will include:
Steam Achievements!
UI panels for each skill in the skills tab showing info about how to acquire or craft relevant items
Brewing different kinds of potions to help with combat
A way to ferment prayer boosting beverages using the brewing skill
Many more types of food to cook
More precious metals and gems, and new ways to make use of them
Many more wizardy spells
A way to craft magic crystals using the wizardry skill
Ways to refine scrap into useable resources or convert it to different kinds of scrap
As for a release date, I really don't like promising anything, as I've learned that with game dev there's always more and more unforeseen issues that keep cropping up. But I'm very hopeful that the game will be released some time in 2026.
Demo Update v0.3 Change Log
And now for the new changes that have just gone live with this demo update:
Most Important Additions
Added ducks
Features of Secondary Importance
Added a mouse player movement option - on by default but can be toggled off in gameplay settings tab - any feedback on this new system would be appreciated
Added seashells in beaches
Partially filled water buckets can now be re-filled back to full at a well
Buckets and other items that can be filled now have an "Empty" option
Added a boat (not useable for now) at the Breezerock dock
Changed dirt tile color to be lighter
Cleaned up scattered tiles around the spawn area
Added seasonal sprites for Easter and Halloween seasons
Fixes and Improvements
Watering cans now correctly empty when all charges are used up
Fixed an issue with semi-grown crops not saving state correctly
Fixed an issue with depositing items into the bank when the bank is full
Fixed an issue with transferring items with maximum stacks
Ash shooting weapons can now fire up to bronze ammo
Fixed unstrung crossbows having an equip option
Fixed the dialog box not always showing all choices - more rooms that were previously not selectable due to this bug are now available to build in the estate plot
Fixed keyboard number input not always selecting the correct dialog box choice
Fixed long NPC names in dialog box that took up more than 1 line
Fixed multi-hit effect from blunderbuss hitting the same enemy instead of different enemies
Added some missing world map icons
Improved logic for Getting Started quest to avoid getting put in states where it's unclear what needs to be done next
Fixed an issue with in-game objects still detecting the mouse when outside the game window
Fixed incorrect pixels on some skirts
Deleted a single rogue path tile that was hiding behind an oak tree
Minor v0.3.1 Patch
Hi, this is Grandayy from the future. I've uploaded a very small patch as I needed to fix a rare game-breaking quest bug ASAP. I also added a minor optimization as a bonus. Here are the changes:
Fixed a rare soft-lock bug in the Gearing Up quest if you exited a conversation at a specific line
Made the music audio load in background to avoid stutters when they play for the first time
As always, feedback is always welcome! Feel free to join the Copperfell discord should you wish to share any suggestions, report a bug, or ask any questions:
