Posted by on July 9th, 2015

Greetings everyone!

I’ll keep this one short, promise! This is a week late but I really wanted to write a brief wrap-up for June. It was a busy month filled with nonstop play testing, bug fixes, and nerf wars. We launched Alpha 0.8.5 a few weeks ago but we didn’t stop there. We’re constantly on the grind at Nerd Kingdom, so what comes after an update for us?

After patch monitoring

While we extensively test our own patches in-house, after any release we make sure to monitor user activity to see if you all come across anything we didn’t. It’s fairly standard for game studios to keep an eye on bug reports and rage comments to make sure the patch went smoothly. This means we are ready to look into and do our best to fix any major reported bugs. We have been pretty good so far *knocks on wood*.

Planning

We revisit our existing plans after each patch cycle to see how (or if) we want to reprioritize any upcoming features or systems. After that, we break the work into sets of smaller goals that can generally be done in smaller internal milestones known as Sprints. No, this does not mean we are going to race around the office. Our public releases typically occur after 2-3 Sprints; this length can be longer or shorter depending on what we’re trying to get out (and what bugs we encounter).

What we are working right now

Here’s a nice little list for you. We will go over these in detail for our future blogs.

  • Crafting Journal
  • Adult Bear Ram
  • Equippable Helmets
  • More Modular Tools
  • Specialized Containers
  • Improvements to pet system
  • NK Launcher improvements (non-steam client)
  • Placement Snapping
  • Resource Variations
  • Super long term stuff
  • Lots of engine tech R&D
  • Art style update

We are committed to making TUG a unique and fun game for you. Give us some time and we will keep you updated as we move forward.

In the meantime, check out the latest “In The Works” episode.

Cambo Out!

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