- Resource Mover Buildings Bugfix - 2 April 2025
Bugs Fixed - Resource Mover building ability losing references to moved resources and blocking upgrade. Additionally all resource movement buildings should behave more consistently, and track moved resources through building upgrades.
- Bug Fixes & Building Menu Change - 31 March 2025
Building Menu Changes The Building Menu previously hid invalid Base Buildings and only showed buildable options, now shows all relevant Base Buildings for the terrain with notification icons for missing Tile Attributes. Additionally, the Tray has been expanded to display a larger potential number of options. I was getting feedback from players, especially newer ones, that it was unclear and confusing when buildings like the Cabin or the Camp would disappear. Players also said it was frustrating to be confronted with a much reduces or even potentially blank menu when they thought they had more options. Hopefully this change clears things up! Bug Fixes Removed Dev Command to auto-complete a level (oops). Fixed "Or" upgrade criteria not accounting for multiple instances of the same resource correctly. Fixed the Boss level Journey Entry not displaying correctly.
- Version 0.7 now live! - 24 March 2025
Hello Keepers! This update adds a new starting loadout for you to experiment with, plus previews of upcoming boss levels and loadouts. All of it is still very much work in progress, so head to the Discord to get involved and give your feedback on the new stuff. All in all, I'm planning for four starting loadouts, and four different "Destinations" (or Boss levels) that will put a different twist on each of the starting loadouts. Currently only one is available, and it's themed around having to remove wasteful Obstacles - but stay tuned as more are roughed out and made available to test! Finally, there's some meta-progression mechanics! Beating a campaign with any base building will unlock it for Custom loadouts - this is also VERY work in progress and will pull from any level generator in the game, so expect a ton of variability! Happy experimenting!
- Upgrade Data Corruption Fix, and "SuperBuild" bugfix - 22 May 2024
Upgrade Data Fixed: - Pulper & Sawyer no longer freeze the game on being built. "SuperBuild" Fixed - Pressing all available building options will no longer result in a single building that produces all the outputs of all possible buildings.
- Reset Island Not Clearing UI Icons fix - 14 May 2024
- Fixed Upgrade icons persisting after Island reset - Fixed Full Version incorrectly labelled "Demo"
- The Roguelike Rebuild is Here! - 14 May 2024
Hello! It’s been a while. Today I’m happy to announce that Firekeep’s getting a long-awaited, much needed overhaul in this latest update. I’ve completely overhauled the UI, the core building systems, the level selection AND rebuilt the upgrade trees to make them modular! This update has been a long time coming, and is based on all the great feedback I've been getting from players. In previous versions, the only major challenge was learning how all the different buildings upgrade, then choosing your preferred optimal building combinations, then using that combination until you reach the final island. With this update, I'm hoping to give players a wide array of options to express themselves and explore, while also having to plan strategically around their current building options - that being said, there's still a ton of buildings to come, so you likely won't be able to complete tougher i…
- Hotfix: Restart Button & New Game stability fixes - 12 September 2022
Fixed: - Restart Button now works correctly. - New Game button will now correctly appear when returning to the title menu from gameplay. - Added additional logic when starting a new game to prevent the game from hanging. - Reverted a change from last patch that would gradually move the constellation map further and further off the bottom of the screen.
- Save File Corruption and Constellation Map Fixes - 31 August 2022
A quick hotfix for users reporting that the game became unplayable after attempting to load a saved game. These fixes should hopefully clear that issue up, but please don't hesitate to reach out to me via Discord, Twitter or support email if you're still encountering issues! Added: - System that detects a save with a completed board more consistently. - Improved handling of saves that start in the Constellation map and don't have a board loaded yet. - Changed how the Constellation map generates points to (hopefully) reduce instances of two linked points with no other connections. Bug Fixes - Fixed an issue where the board wouldn't appear if the game was exited during the transition to the constellation map. - Fixed a similar issue where the board would load in all blank tiles if the game was exited during the transition out of the constellation map.
- Desert Buildings update and new Center Tile Buildings - 17 August 2022
Hey there Keepers, welcome to the first installment of content for Firekeep's next milestone - Desert Buildings! With this update, islands can now have desert as the default terrain, so you'll have to mix up your existing strategies and use an entirely new slate of buildings. Additionally, I've made some changes as to how the center tile works. I was getting a ton of feedback about how even though the islands were randomly generated, players felt that every island played out more or less the same. To fix this, the original Campfire has been broken up, and new central tiles have been added - for these, you'll choose one of two tracks to follow that will give different benefits and require you to build your island differently. For example, here's the Old World Relic, which is an abandoned high-rise: If you choose to rebuild it, it'll require materials and amenities but produce tons of vil…
- Patch v0.5.06 - Save/Load Stability and General Building Effect fixes - 5 July 2022
Just housekeeping and shoring up some basic systems in this patch, stay tuned for a content patch in the next couple of weeks! Patch Notes: Gameplay Fixes: - Markets now send and receive Food resources correctly. - Market upgrade cost changed to be more in line with other network buildings, specifically requiring a resource other than the one they transport. - Pasture now accepts the listed Resources correctly. - Constellation map should be better at identifying dead ends and supplying new, disconnected map points so the player doesn't get stuck. Save/Load Stability Pass - Added systems to recover from, and discard corrupt save files. - Distributed Save/Load functions across multiple frames. - Added a system to validate saves and wait for them to complete successfully. Resource-For-Resource Building Effect Pass - Buildings with multiple, specific input types (Mills, Pastures) now better…
- "Branching Out" Update is now Live! - 14 June 2022
Hey there Keepers, the new Branching Out update is finally LIVE! Thanks so much for your patience, this patch contains major fixes, quality of life improvements and new mechanics and buildings for you to try out! New Mechanics Platforms With their own unique buildings, the Platform special project allows you to finally connect to those distant tiles! Give them a try, and let me know what you think, and also what kind of buildings I should add to them in future updates. Resource Networks But what's the use of those far-flung tiles if you can't use their resources? New buildings such as Storehouses, Tram Stations and Markets will share resources between them, letting you break the rules and move resources across any distance! Quality of Life Changes & Fixes Saving & Loading Should work now. Thanks for your patience while I dug through this one, and please let me know if any issues crop up…
- Yet Another Quality of Life and Bugfix Patch - 29 April 2022
Thanks again to the community for bearing with me these last two weeks. This is hopefully the last patch of just fixes, I'll be moving back into designing and implementing new content on next week! Patch Notes Overhauled the in-game menu and options menus and added some quality of life features: The building panel now displays current or queued upgrades, and gives players the option to cancel the upgrade. Added a "Main Menu" button to allow players to reset their constellation from the Title Screen without having to close the game. Added the ability to toggle between Fullscreen and Windowed Mode. Added the ability to toggle whether moving the cursor to the edge of the screen will move the camera (Edge Panning). Added the ability to change the game's display resolution. Removed the weird hexagon menu, moved the main menu to a sidebar. And finally, addressed the following bugs: Fixed natu…
- Stability, Quality of Life and Community Bugfixes - 23 April 2022
First off, a special shout-out and thank you to Discord user Redgomor for their thorough investigation and documentation of Firekeep's (sadly, many) bugs! Patch Notes Overhauled the map transition system to hopefully make setup and teardown more consistent. This will be further expanded on in later stability patches, but currently is robust enough to address the following bugs: Resources persisting from previous maps. Tile tags (Grass, Trees) persisting from previous maps, allowing Saplings to be placed on Void tiles. Beacons and other Firelight structures improperly triggering map completion. Buildings persisting from previous maps. Tiles containing multiple buildings. Resources persisting from previous maps. Upgrades, Special Projects and Buildings from previous maps continuing in new maps regardless of eligibility. Players being able to spend "ghost resources" from previous maps to u…
- Constellation Map Fix - 19 April 2022
If you were stuck on the screen between islands with no way to progress due to broken or missing map points, this patch should fix that. You will have to start a new game and overwrite your existing save, though. Sorry about that, and thanks everyone for your support and patience!
- Biome, Sweet Biome. - 23 March 2022
Check out the updated Firekeep Demo with a complete graphical overhaul, new tiles, biomes and buildings! These new tiles offer more efficient, but situational building chains. Players will have to adapt their strategies to incorporate more diverse island generation now with Mountains, Deserts and Lakes! Additionally, some buildings now produce Pollutants - these resource types function the opposite way to normal resources - and you'll have to dispose of them properly before a building can upgrade. The updated demo is live right now! We can't wait to hear what you think of all the new changes, so be sure to add Firekeep to your wishlist to stay up-to-date on development!
- Mechanical Overhaul and New Demo! - 11 November 2021
Firekeep just got a huge mechanical overhaul, thanks to the feedback from everyone who tried the original demo during October's Steam Next Fest! Better UI, no more automatic resource allocation or pausing for resource choices. You can now save resources to use later, and even refund resources that haven't been used for an upgrade. All this is LIVE for you to try out RIGHT NOW in a new, updated Demo! We've also put together the first Dev Diary for Firekeep, where we dive a little deeper into the history of this project, the (bad) design choices that initially went into the game and the (hopefully better) choices that are in this new demo: https://www.youtube.com/watch?v=_NMp9SjVMls Check it out, and let us know what you think! We'll do our best to keep you updated as the game comes together, so subscribe on YouTube or Wishlist on Steam to follow development!