See Ya Later! news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak1
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score100% positive
- Total reviews2
- Release dateNov 21, 2022
- DeveloperMike Krow
- PublisherMike Krow
Genres: Adventure, Indie, RPG, Simulation, Early Access
Company pages: Developer: Mike KrowPublisher: Mike Krow
See Ya Later! Steam news
See Ya Later! news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Just a small update - 16 August 2026
Hello everyone!Just adding a small update for performance. Mainly fixing slow down when loading a saved game.... also poison mushroom... ːsteamfacepalmː-See Ya Later!Mike Krow
- THE SHIP HAS FINALLY LANDED!! (v0.3.0) is here! - 21 March 2026
So this went well... Well, it certainly went. I was originally going to just work on adding missing things from the early access description. But once I got in there I realized I wanted to redo basically all of the code to help make adding content in the future a lot easier. And after a very long time..I think I was able to in the end.So lets take a little stroll and check out all the changes! ■ ContentI spent more time creating new items and map scenes, which was the fun part for this update. More creatures and items to eat of course! ■ ItemsThey work much differently than they did in 2.0. No longer can you just pick them up but I decided to instead go with a floating item approach. ■ TilingNow you can add flooring to the ground and remove it as well. ■ FishingI redid this as well, now you can cut the line if the fish is too hard to pull in. ■ InputOne of my goals was to make using the…
- Still Going! - 24 April 2025
Hello Everyone! It's been a bit, (about 6 months...) since my last update. So let's change that! I had been working on rewriting the engine for King Datchi in c++ until the end of 2024 but after the new year I switched to spending time trying to rewrite my SYL! code base to make it easier to do updates in the future. I want to add more biomes and I needed a better way to do that. This has taken a lot longer than I expected but I think it's going to be worth it in the end. I also finally got clothing working and I can't believe how I didn't realize how easy it could have been. I also changed how resources are collected and now after hitting with a tool they will pop up and be collectible instead of instantly added to your inventory. Some other things I've been working on are redoing the cutscenemanager, clothing affecting body heat, better enemy AI, a better inventory interface, and addi…
- IT'S HERE! See Ya Later! 2.0 - 6 August 2024
Hello everyone! Thank you so much for waiting! The new version of SYL! is finally here! I originally thought this would be a 5 month project but like everything else in life it took a lot longer. I hope this is a better experience for everyone and I hope you enjoy it even more than "Classic" SYL!. Just a quick list of a few new additions: Achievements Lifeoid and Objectoid tracker New Enemies NPCs can now be eaten Torches Broken Parts Mode Swimming Wetness Body Temperature Controller Support Future Improvements/Additions Bringing back clothing Additional biomes/worlds Different weather effects Fishing tuning and updates This is still in early access, so if you experience any bugs please let me know! Be on the look out for future updates as well. As for the Classic version I will be re-releasing that first on Itch.io in the next few weeks and then later on here. Thanks again to all those…
- A Month of Testing - 26 June 2024
Hows it going? Its been another busy month but we are getting there. I've doing more testing this month as well as art more than anything (You might notice some new art on the store page). Recently I have switched over to Linux for development and have been going through the work of getting things set up for this. Just today I've been spending time trying to get things to export appropriately. I was having an issue of exporting on Linux for windows only to have it broken on when actually played on Windows. I would later found out the main reason was a missing dll file... At any rate, We ARE ON THE WAY!!! See Ya Later! -Mike
- Good May to you! - 1 May 2024
Hello everybody! Another update but lets make this quick. I'm still trying to get this ready to submit to steam for the first update of SYL2.0. I wish I had a lot of progress to share but unfortunately this month I haven't had much time to just sit down and focus on SYL. Its close but what is really holding things back is the fishing minigame. Everytime I work on it i come to the conclusion that it's not anywhere near ready. Sure, the basic loop works. You can cast, hook a fish, pull the fish in, and get it in your inventory. Lines break but there is no bobber, the fish AI needs a lot of work, only one type of bait works, and interactions with the fish outside of the fishing minigame need lots of work. Though dropping them into a body of water and that fish now being part of the pool works. If you played SYL1.0 you probably noticed a slew of bugs here and there. I am really hoping to av…
- A March Of Fish - 2 April 2024
Hey everyone, I'm a little late this month getting back to this update but lets just I guess call it a April Fools Day joke... sure why not? After much debate, I decided to just go ahead and rework the fishing game before releasing it. In the previous version I had a lot of issues with the actual interaction with the fish and hook. I tried to simulate the physics myself. I later realized I was approaching the whole thing wrong, and instead of using a CharacterBody2D, turns out its better to use a RigidBody2D for this instance. For example, by using a rigidbody I can launch the hook and depend on the physics engine in Godot rather than step through a perfect arch and it feels a lot better overall. There is still much refining to be done to it but its a lot better overall. Fishing in the rain Other than that I spent some time adding a bit of polish to the menu systems and refactoring code…
- A Leap Forward - 29 February 2024
Hows the year so far? Some good progress this month, though most of it might have been polish. I believe I am very close to releasing the new updated version of this game and I hope you all will let me know what you think when I do. One of the things I did this month was to try and make a better key layout for controls as well as to create support for the PS4 and Xbox controllers. I have never really played any PC games with a controller, let alone an Xbox one, so I actually bought my first Xbox controller for this. A very new experience for me and I am starting to like it. Another major goal was to bring in enemies. I had for the longest time been putting it on the back burner cause I was figuring it to be too difficult, mainly on account of navigating through the area to get to the player. I tried my own way but later found out about the astar algorithm, and was able to reproduce it f…
- Happy New Year! - 26 January 2024
January a month busy with resolutions and planet fitness memberships. Its been a busy month for me as well. Unfortunately that also means I didn't get too much done on SYL!. Mainly just spanking bugs and creating an options menu to allow players to have a name and a few game settings. I also stumbled across an interesting bug within Godot, at least I believe it is. When creating the Options Node I duplicated the existing Craftbook node to start as a base. They were saved separately but for some reason despite checking to see what is being referenced having both the Options Node and Craftbook Node in the same scene would make the Craftbook Node into Options Node. Seemed like something was linking improperly. I spent around an hour messing around with it and kind of just ended up deleting both and it someone magically worked. Game dev is magical like this sometimes. At any rate, hopefully…
- Sacrebleu! and Other News. - 27 December 2023
How’s it going everyone? That time isn't it? This has been another month of slow progress. While testing the game I realized that there were instances where the parts the player needed to collect would be surrounded by water and inaccessible to the player. Well, I could write a long function to figure out where to put it so that never happens or..... I could let the player SWIM! *taking a dip* So I decided on swimming as a new mechanic for the game and honestly I'm glad I did as I feel it really opens up the game for more exploration and disaster. *regretting taking a dip* And to ensure craziness insures this meant that now all the npcs can swim and drown as well. *everybody likes to swim!* This also leads me to another major change, the player controller. In the original game I based the control off of Pokemon, aka the player moves one space each time. But This really lead to some diff…
- Two Fish Forward, One Shoe back - 27 November 2023
Hows it going everyone? It’s time for a monthly update. This month has been a bit more frustrating than the past two sad to say. I tried to focus on getting the fishing part of the game done. At first I found a lot of difficulty with just getting the basic level setup in Godot... Then had some set backs. The hook and fish interaction initially had some crazy results. *an average interaction while fishing Thankfully I was able to find out the issue was caused by constant collision between the hook and fish. Another breakthrough and pain point was figuring out a way to create separate. ponds that I can track and the player can interact. As in the original each pond with be its own and you can add fish and take away fish from each. Creating these ponds would cause a long freeze while building the initial map but after a couple of days of tweaking and experimenting I was able to get rid of…
- Gone Fishing... well... kinda.. - 2 November 2023
Here we are again, another update! This month past and I worked on a bunch of stuff, so its time for a little updatey in the form of a bulleted list, as is the custom. craft book farming wetness bottles clothing gun bug catcher game finished screen scene pieces like houses and shops parts tracker I tackled two of the biggest hurdles this month in creating the craft book and farming aspects of the game. Most of the other stuff didnt take too long. *some relaxing farming for survival* *craft book 2.0* *trying out the gun and clothing* my target for next month is to bring about fishing. Its been hard to get going in Godot but I'm making some progress so far. As always thanks for dropping by! See Ya Later! -Mike
- Another Month of Progress! - 6 October 2023
Hello everyone! Another month passed and hopefully with minimal reckless space ship flying. I've been hard at work rebuilding See Ya Later! in the Godot Engine. It's been a learning curve for sure but I think I've made some good progress. I've been able to get quite a bit running I think. Some of that stuff being: Crafting Day Night Cycle Poisoning Mining Fire!!!!!! NPCs, Items Containers, Vendors Menu system *Some Underground Mining* *Enjoying a Day by the Water* *Chopping Trees* *Menu* Still a lot to go just to get it back up to speed of the original and I'll keep you updated! Thanks for being there. See Ya Later! -Mike
- A New Era Approaches!! - 20 September 2023
Hello everyone! The time has come! I'm actually getting back to this project. Originally I was going to continue this project in the custom engine I made but I have decided to instead rebuild it in Godot v4.1! I hope with this I can make it more accessible, add trophy support, and controller support. Stay tuned for more updates! Thanks for stopping by. See Ya Later! -Mike Krow
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 16 August 2026 | Just a small update | 1840944183783198 |
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