- Quality of Life Update v2.2.7 - 23 March 2025
We're back at it again making some little changes so the game is all up to date just in time for our biggest sale yet! In between working on our next projects we've been roped in for one last job to settle the score once and for all, for now... We humbly present to you a curated selection of artisanally sourced fixes that have been keeping us awake for the past two years: Improvements Updates to the guidebook for clarity Update Twitter link to Bluesky for the obvious reasons UI update for secrets display in reports Bugfixes Fix terrain shader for Mac and Linux, no more sandy desert islands! Added error handling for road generation As always, please let us know if you encounter any further issues and we'll get to fixing it as soon as we can, so join us on Discord where you can chat with us directly! We also have a Bluesky and Mastodon now, if you'd like to follow us there, as we are no l…
- Patch Update v2.2.6 - 19 August 2023
After releasing our biggest content update yet, we've had a few priority fixes and improvements we wanted to get out before we get started on our next adventures. Improvements Added post-game progress summary screen on game over Request reward and upgrade cost balanced for early game progression Balanced satisfaction excess event spawn rate Capped food modifier to ±5 Bugfixes Fix for a loading crash when migrating from some older save files. If your game was getting stuck on the opening logo screen, you should be able to play again now. Fix for a game crash when placing buildings at certain orientations at the edge of the map. Prevent events from displaying on game over newspaper. We want to send out our special thanks to Steam users Nuklearriese and Knox, who kindly alerted us to a migration crash, and the building placement issue - they were instrumental in tracking down the culprits!…
- The Travelling Merchant Update | Available Now! - 18 June 2023
Hail Traveller! Guild Co. has notified us of some changes you might notice around town. With major content updates and mechanical improvements from player feedback, there's just too much to mention it all, but we'll be giving it a go below! Major Content Updates Over 100 New Events Fresh off the press, the town paper has been working hard to find us the hottest scoops! With over 100 new articles, you'll encounter all manner of monsters, magical food reviews, and that loveable scoundrel, Gorath. To catch you up on a few recent events: The travelling merchant business has been booming, and everyone from fortune tellers to genies have been getting in on the action, offering their mystical services... for the right price. Our scouts have heard reports of new enemy camps appearing on the outskirts of town. Necromantic nerds, helpful hiveminds, and viking houseparties are right at our doorste…
- Patch Update v2.1.4 - 11 October 2022
All done with a huge week down in Melbourne for PAX Aus, forcing our hand in getting a new patch out and into the world! This patch update adds a number of QoL features and a bunch of great bugs: Improvements Added save reset button to options menu We needed this one BADLY for running the PAX demo. Added new adventurers display in the newspaper each turn Added stat bump animation each turn Fixed up UI and tooltips to keep better track of adventurers Bugfixes Adventurers actually come back from quests now So this pretty massive issue may have been present since the game was released, but here we are quietly patching it now (don't worry, PAX gave the fix a pretty good workout last week). Fixed up building descriptions Green dots on upgrades tree set correctly Fixed tooltip info for base stat upgrades (i.e. food/housing/spending say +5 instead of +1) A special thank you to Illdiaze for not…
- Fantasy Town Regional Manager @ The Australian Game Developer Awards - 30 September 2022
So as it turns out, FTRM was nominated for The Australian Game Developer Awards' Excellence in Emerging Games category this year (yes, that feels super cool and weird to type out). If you're at the event, please come grab us and give us a good shake to bring us back down to reality, but if you're comfy at home, please tune in and show your support for all these amazing Australian games and developers (plus we're also a little nervous about how weirdly legit this feels and could use a good 'attaboy or equivalent show of encouragement). You can watch the awards online here: https://www.twitch.tv/igea_au And definitely go check out the other finalists here: https://agdas.com.au/2022-finalists-announced/ Cheers, The Caps Collective Team
- Fantasy Town Regional Manager @ PAXAUS22 - 30 September 2022
After a disappointing cancellation in 2021, PAXAUS returns this year along with, for the first time, exclusively, Fantasy Town Regional Manager... IN-PERSON! If you're at PAX that weekend, make sure to swing by and check out our booth in the Indie Rising section and play the game. The devs will also be there to chat about the game, dev, art, open-source, D&D... life and stuff? PAXAUS will also be featuring an online stream with content about or from indie devs in some nondescript manner that will presumably be revealed to us at a later stage? We may or may not also be running a secret competition to tell us about something dumb that happened in your TTRPG campaigns to put in the game in exchange for trinkets and game keys, but we'll see. Cheers, The Caps Collective Team
- Caps Collective @ GCAP22 - 30 September 2022
For all our fellow game devs, the Caps Collective team will be headed to GCAP22 in Melbourne! Whether you're a student, looking for a fun side-project, or interested in open-source dev, come chat with us about what we do and how you can involved with the team on our upcoming projects. If you want to book a meeting, just go ahead and book a meeting with us in the conference application and we'll sort something out. Otherwise we're around all week until PAX and we'll be going to as many MIGW events as we can fit in! Cheers, The Caps Collective Team
- Minor Update v2.1 - 17 July 2022
Aaaand... we're back! What have we been up to lately? Aside from a lot of boring internal upgrades and bug fixes, we bring controller support, a new in-game stats page, and Steam trading cards! We've added a few other things along with a whole bunch of bug fixes, optimisation and QoL improvements so let's get into it: Features Full controller support: check the settings page of the menu for a list of control bindings Stats and secrets page tracker: find them in the reports page of the logbook for an in-game view of your progress and achievements Steam trading cards and community items: check out all the cool badges, emotes, and profile backgrounds we've cooked for them Additional tutorials: we've added two brand new sections to better explain quests and building unlocks/upgrades for new and returning players New achievements: we've added two new achievements for our favourite easter egg…
- Patch Update v2.0.5 - 3 January 2022
New year, new patch update! This patch update resolves some minor bugs, improves some visuals, and addresses some QoL issues: Bugfixes Camera control not framerate independant for keyboard and controller input Improvements Made birds fly at varying heights Added preparatory changes to outlines for upcoming updates Performed MASSIVE refactor to codebase structure and file content This is in preparation for upcoming updates that we're keen to start working on. As always, thanks everyone so much for your patience and if you see something, say something. We'll get to fixing it as so as we can, so join us on Discord where you can chat with us directly! Keen to hear any of your feedback! Cheers, The Caps Collective Team
- Patch Update v2.0.4 - 21 November 2021
In our latest instalment of patch update season, we bring you yet more bug fixes and a few little updates to sound effects and audio issues. This patch update resolves a number of bugs and addresses some balance and QoL issues: Bugfixes Quit to menu button blocking raycasts across book This would stop players from being able to interact with brawler unlocks while in-game. Ambience volume being too high during credits/mistimed Closing and reopening quest menu with different buttons causes soft lock Updated credits with new asset info Regenerated event and quest content for data sanity Cleaned map data for sanity Improvements Added page turn & book open sound effects Updated dog bark sound effect Added the event with the little guy We are now very seriously looking at content and feature updates again - just a few more minor bugs to go! As always, thanks everyone so much for your patience…
- Patch Update v2.0.3 - 11 November 2021
Part two of yesterday's patch as promised! This one brings with it fixes to a couple more of those critical (but non-game-breaking) bugs we've seen. This patch update resolves a number of bugs and addresses some balance and QoL issues: Bugfixes No adjacency bonus for bathhouses Missing adjacency bonuses It was only being triggered on placement of a bonus building. Roads generating and adventurers questing across lake We needed to fix the way we exclude vertices from the pathable area. Buttons across UI having slightly different design and interaction Book tabs not playing click sounds Unpluralised guild request events Fixed typos across articles and quests Improvements Added indicator for affordable upgrades This will probably get a fix to look nicer, but we wanted to make it clearer which ones you could afford. Rebalanced levelling costs for guild affinity upgrades ROADS AND ADVENTURER…
- Patch Update v2.0.2 - 10 November 2021
Almost a week in and we have another hit of bug fixes coming through. This is part one of two, which we'll hopefully have out in the next day but this one covers some input-related issues we've seen. This patch update resolves a number of bugs and addresses some balance and QoL issues: Bugfixes Wandering adventurers take a while to spawn Wandering adventurers fly in from the sky This one was an in-house favourite that we never fixed because it was rare and funny, but sadly it had to go. It will be forever immortalised in the gif below the patch notes. Wandering adventurers do not go on dock quests Controller input has no deadzone This one would cause plugged in controllers with stick-drift to block mouse input. Spamming buttons between turns would cause game state to freak out A more robust solution has been implemented for pluralisation across most of the game's UI Fixed typos and miss…
- Patch Update v2.0.1 - 7 November 2021
Ok, so we've been live for two days and here's our first update for all the little bugs and usability issues flagged by our amazing community so far! This patch update resolves a number of bugs and addresses a few QoL issues: Bugfixes Bakery UVs on door being roof colour Broken state from guild hall destroyed during active quest with no other buildings This one (while a real edge case) was a bit nasty because it would mess up your save file so if you're a victim of this one you may have to reset your save file. Guild hall being destructible during tutorial Big oversight, because you'd have to start the tutorial again, but with no way to ensure you'd be able to progress - also if you did this, you'll may have to reset your save file. Guild hall destruction not playing sound Terrain regeneration on end-game causing loud "pop" Basically EVERY tree playing its pop sound at once can be deafe…
- Pre-release Livestream! - 21 October 2021
We're only a few weeks away from release, so hear from the developers in the last days of polish and writing.
- The Last Days of Feature Lock - 26 September 2021
With the days counting down to release and a pinboard full of uncharted, free-wheeling ideas, we've reached that sad part of development where we finally have to tell each other "no" more often than we can say "yes, and..." That being said, during these last few months we've packed in so many new features that even our team has trouble keeping up with them all (looking at you Olly)! So before I deliver any more exposition... We come bearing GIFs! Requests One theme we felt we didn't really nail down as much as we truly wanted to for the Steam Next Fest Demo back in August was juggling the five adventuring guilds (brawlers, outriders, performers, diviners and arcanists). They all want different things and their interactions should feel like the constant competition and bickering of the classic D&D party: The wizard, who frowns upon the brutish warrior, wants more books that are decried a…
- Fantasy Town Regional Manager is an upcoming turn-based roguelite city-builder - 23 August 2021
Fantasy Town Regional Manager from developer Caps Collective is an upcoming turn-based city-builder that has a little deck-building sprinkled in and the code is available on GitHub. Read the full article here: https://www.gamingonlinux.com/2021/08/fantasy-town-regional-manager-is-an-upcoming-turn-based-roguelite-city-builder
- Patch Update: Regional Loading Issues - 21 June 2021
We've released a fix to our demo that was preventing loading for operating systems with certain languages. If you had a very bare town last time you played (or it didn't work at all) you might see something new! Thanks for the patience while we've been fixing this!
- Developer Livestream! - 21 June 2021
Come join us play a bit of FTRM, a turn-based city builder about managing the chaos that comes from running a town for adventurers. We'll be having a developer commentary, and answering any questions you send our way!