Cedric the Silent Posted June 16 Report Posted June 16 Noticed the willow tree at the end makes me feel closer to home and makes me wonder if in the future we will get more plants and animals for proper swamplands added into the world generation soon, hopefully sometime around the time we get proper rivers added. 2
LadyWYT Posted June 16 Report Posted June 16 11 hours ago, MKMoose said: 1.22 still feels kind of unfinished for me, though maybe that's just a matter of mismatched expectations I mean, it is kind of unfinished, after a fashion, in the procedural dungeons only shipped with one general type, and a few of the berry bushes(like the kumquat) seem to have been pushed back. Which is understandable--the devs packed a LOT into 1.22, complete with a lot of restructuring, and at some point one has to say enough's enough and just get what's there polished and shipped so players can play with the new toys and get used to the changes. At that point you can take a break as needed before working on the next update. 11 hours ago, MKMoose said: I, for one, somewhat worry about the survival aspects becoming a lower and lower priority in favor of the adventure, story and combat I'd be surprised if we didn't get more survival challenges in addition to the combat; I'm guessing that the status effect system might be added alongside the combat changes, which should put more pressure on the player across various areas of the game and not just in the combat scenarios. Survival isn't so easy if you can catch a cold because you decided to work in the rain, or broke your leg because you decided to jump off the roof instead of using the ladder, especially if such afflictions actually take a bit of time and effort to fully heal. 7 hours ago, Slam said: I don’t like the gray of the alpha designs In fairness, I think the alpha designs are done in grayscale on purpose, in order to focus more on the contrast and design without getting distracted by the colors. Light and shadow can make or break a design, and drawing the image in grayscale first can help you get the balance correct before adding color. Keeping teal for the temporal elements also helps isolate them from the rest of the design, so it's easier to tell at a glance which parts of the design are supposed to really pop versus which don't need to draw as much attention. Jumping right to colors is also possible, but doing so can make it a little harder to spot certain issues with a design. 4
BooDooGooZoo Posted June 17 Report Posted June 17 (edited) Greetings Tyron, I highly recommend hiring a professional Steam game capsule/game logo creator to create your logo/font/variants. The price you will pay will make up easily for the amount of many people that will buy the game that are on the fence about it because it will look professional (I almost didn't buy the game initially due to this, even when it was recommended to me). There are 8.3 billion people on Earth. You will only pay about 40 games worth to get a real professional logo that will help push up to 8.3 billion people over the edge to buy the game because the logo doesn't look cheap. I don't mean this as an insult at all. I'm trying to help your game earn way more money with proper marketing techniques (I have a minor degree in marketing), which means you can hire a bigger team, and become a global brand faster. Let me know if you need help finding a professional game logo artist, I will be glad to point you in the right direction. Edited June 17 by BooDooGooZoo 1
LadyWYT Posted June 17 Report Posted June 17 (edited) 10 hours ago, BooDooGooZoo said: you can hire a bigger team, and become a global brand faster. With all due respect...bigger teams don't necessarily mean better games or faster production. Triple A studios have big teams and lots of money, but have been producing several flops, at a fairly slow rate. In contrast, indie developers have much smaller teams and less money, but have been producing successful games in shorter times. Not everything needs to be a global brand either. When it comes to videogames, it's better to appeal to a specific target audience and focus on making things that keeps that audience happy. Not everyone likes the same thing, so the wider you cast your net the more you'll need to water down the product trying to appeal to different types of customers. And since it's not possible to please everyone, you'll eventually end up with a product that no one really wants, let alone gets excited about. Edited June 17 by LadyWYT Forgot a word 5 1
BooDooGooZoo Posted June 17 Report Posted June 17 (edited) 3 minutes ago, LadyWYT said: With all due respect...bigger teams don't necessarily mean better games or faster production. Triple A studios have big teams and lots of money, but have producing several flops, at a fairly slow rate. In contrast, indie developers have much smaller teams and less money, but have been producing successful games in shorter times. Not everything needs to be a global brand either. When it comes to videogames, it's better to appeal to a specific target audience and focus on making things that keeps that audience happy. Not everyone likes the same thing, so the wider you cast your net the more you'll need to water down the product trying to appeal to different types of customers. And since it's not possible to please everyone, you'll eventually end up with a product that no one really wants, let alone gets excited about. Perfectly fine, but at minimum, it will help bring a lot more money in the door to pay the current employees more, and to to produce content faster where needed, *including fixing bugs. Edited June 17 by BooDooGooZoo
olliebug Posted June 17 Report Posted June 17 I personally am a huge fan of logo version 4B. I think having the gear take more of a focus in the logo is a good move. My head is already swimming thinking about the armor customization options. The current armor system progresses very linearly as you work your way up the metal ages (which isn't a bad thing in my opinion). The new system seems like it will provide new ways to improve the protection and durability of your armor while also allowing for a lot of creativity and diverging options. This kind of stuff is why I love Vintage Story so much! And on a final note, the new willow tree is so pretty. Very excited to see it in game. Also curious to see how the wood looks in its other forms (i.e. planks) for building purposes.
LadyWYT Posted June 17 Report Posted June 17 Just now, BooDooGooZoo said: Perfectly fine, but at minimum, it will help bring a lot more money in the door to pay the current employees more, and to to produce content faster where needed. I'm certainly not against the team getting paid more, but more money does not always equal faster content development. People can only work so fast. 2
BooDooGooZoo Posted June 17 Report Posted June 17 Just now, LadyWYT said: I'm certainly not against the team getting paid more, but more money does not always equal faster content development. People can only work so fast. That's also fair, but at minimum, the logo will just look a lot cooler and the game will make more money, regardless with what they do with that extra money (pay for benefits for employees, pay for marketing to bring even more people in, etc.). It will just help generate more money all together, and help keep employees in-house, amongst many other things. Literally no downside to the move.
CipherStormwolf Posted June 17 Report Posted June 17 Better combat will be a game changer! Looking forward to all of this.
Cedric the Silent Posted June 17 Report Posted June 17 22 hours ago, Tyron said: Hayden is tasked with doing music for our trailer and viv has begun animating cats. This makes me wonder if we will finally get a pet system of both cats and dogs similar to that pet mod, I just hope they also include practical uses for said pet such as dogs help you when hunting and maybe have cats protect your cellar from some new field mouse or rat invasion. I can see the idea of mice and rats being able to chew a hole through walls over time generating hidden mouse holes that act similar to locus spawners but for mice/rats when you're not paying attention. Have the player be able to get rid of the hole by breaking the block and placing it back down but the trick being you have to notice the hole first which the cat bringing you a dead mouse being a signal to you that one has spawn in your house. 2
Maelstrom Posted June 17 Report Posted June 17 3 hours ago, Cedric the Silent said: This makes me wonder if we will finally get a pet system of both cats and dogs Yep. Been waiting for them wolf pups one can traffick to be tamable ever since 1.14 when I started playing. I just feel so dirty buying that pup knowing I'm just going to turn around and sell it to the treasure hunter.
Farmore Posted June 17 Report Posted June 17 Thanks for all your hard work! Absolutely pumped for 1.23! Combat update is going to be amazing, that's one aspect of the game I never really cared for. Love to see that you have got the community involved! For the logos, personally I like Alpha 4A and Alpha 1B, but between the two I think Alpha 1B is the best option.The color scheme of 4A being half bright/half dark makes it blend together a lot, where 1B is more clear visually. Big fan of the intertwining trunk idea, I look forward to see the final scheme. I also like Alpha 4B a lot, since scaled down the gear will show the brightest! Bravo 2B I think has the right gear size, though. I hope you all enjoyed your break! I do love a cold spring! Project Glint seems interesting, but what is entity AI? You mention something about graphical interfaces l but when I heard the word entity I think of NPC AI? Maybe I'm just not understanding what that means, lol. 1
Moltrey Posted June 17 Report Posted June 17 Tyron & Co.: I am continually impressed with the groundwork that you laid for Vintage Story. For the most part, the underlying structure has supported the team's vision of where they are going. So many games seem to get time constraints that throttle their efforts down the road of development. Perhaps I am being a bit too generous, but based on other studios out there, I am inclined to think not. The combat update has to be my most anticipated part upcoming, but it is all intriguing. Best of luck the rest of the year and thanks for taking time to update us! 1 1
Jose Alfredo Ramos Posted June 17 Report Posted June 17 eggcellent. "I'm excited and can't wait to see what else is coming in the next update."
Theodor_UA Posted June 17 Report Posted June 17 I like armor concept art! Personaly i like 71 variant Dendra Panoply for bronze age. I wish you to add more clothes from medival period. Thenks for your work! 2
Michael Gates Posted June 17 Report Posted June 17 On 6/16/2026 at 5:28 AM, Facethief said: It suddenly occurs to me that “berry” in game is a generic term and not botanical. EGGPLANT IS A VEGETABLE 1
Facethief Posted June 17 Report Posted June 17 Bonus points on the armor if you can make plate armor with nothing under it look really uncomfortable.
IdrisQe Posted June 17 Report Posted June 17 Regarding the logos, I like the shape of Bravo 2A the most, Bravo 2B is nice but it's not very clear that the tree is going through the gear, it looks more like the gear is just missing some spokes. That said, I love how the gear is implemented in Alpha 4B, and I love the decay visible in the tree, and how the individual trunks of the trees are more clearly seperated from eachother. That said I like something about Alpha 1A's trunk design too... It's hard to pick a favourite! I hope the final logo uses cues from all of them honestly.
RationallyParanoid Posted June 18 Report Posted June 18 That willow design looks so nice!!! I'm excited to see what other flora and fauna is going to be added in the future. As for logos, there are aspects that I like from all of them. I think I'm most partial towards Bravo 2A, but I also really like how front and center the gear is in Alpha 4B, and how the tree trunks are separated and one is clearly decayed in Alpha 1A. I'm looking forward to the combat overhaul, as I personally don't like engaging in any form of combat currently with how it's implemented. I'm also interested to see what other weapons are going to be added (maybe pole-arms, daggers, a flail or whip, a lance for when you have the elk?) Keep up the great work
idiotforums Posted June 18 Report Posted June 18 On 6/16/2026 at 8:39 PM, KahvozeinsFang said: Ok cool. I'm just hoping that update isn't too close in style to that mod, because I've used that mod once and I definitely didn't enjoy any part of it. This, that mod is the bane of this game. Vanilla combat is infinitely better imo. Only thing broken with it is the glider. Hit detection improvements sounds nice. CO is a mess of an unejoyable poorly designed mod to be modest. (Imo!) I hope this doesn't mean directional combat or 58 hitboxes and that performance is prioritized. 2
Brady_The Posted June 18 Report Posted June 18 On 6/16/2026 at 12:03 PM, Tyron said: 4. VS Mod DB - Additional filtering Our current plan is a form of "individualized self moderation" - allow players to report content [...] This is not a good idea. In my personal opinion the vast (and very loud) majority of people complaining about AI do so, because AI-generated thumbnails makes it easy for them. Remove these thumbnails and most if not all would probably praise the mods they claim to hate so much as the best inventions after sliced bread. People are not very smart. Moving the self-moderation from the user to the creator would be, in my opinion, the much better move. I would recommend taking a similar approach to modworkshop. On that database, mod authors have to denote mods including AI generated content with a tag, which also displays a banner on top of the mod details. Example: https://modworkshop.net/mod/57607 In the settings of modworkshop, users are given the options to block content, including tags. Failure to disclose AI usage could lead to penalisation. Little amateurish proof of concept:
Marabunta12 Posted June 19 Report Posted June 19 On 6/16/2026 at 12:03 PM, Tyron said: 2. Logo rework As mentioned in the art rebrand post we've begun a broader effort of finding a more consistent visual language for Vintage Story. Your feedback was very valuable to us and so we went back to the drawing board based on the lovely fan impression of the logo by Phobiak. Once we got that nailed down, we'd begin applying this new visual style to all our platforms, hopefully. Thank you for everyone's ideas and suggestions! Bring back the clock, green gear on its own does not tell much. Clock makes it clear that time is important somehow. 1
Ponga_ Posted June 19 Report Posted June 19 I wanna thank you guys for being reasonable and letting people choose whether they want to use mods that use ai or not rather then banning it altogether
VaelophisNyx Posted June 19 Report Posted June 19 (edited) Tyron, you gotta take a hard "No AI" stance for it to be acceptable no lukewarm "let people figure out if it's ok" it's not ok, not even a little the "tools" are built with gratuitous theft, are rapidly accelerating climate collapse, cause documented harm to communities near their data centers, and are known to harm the ability of users of them to actually be creative, think critically, or retain skills without them. Allowing any use of it is admitting you don't care about artists, but also just people in general. Using it is the same admission. It also reflects poorly on the game, as it makes it outwardly look like you, the developer and company that owns the mod database, have little care for what goes onto it to outside viewers. Say no to slop, folks. Edited June 19 by VaelophisNyx 3 2
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