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      <title>Aground — Fancy Fish Games</title>
      <link>https://fancyfishgames.com/forums/</link>
      <pubDate>Mon, 13 Jul 2026 03:56:40 +0000</pubDate>
          <description>Aground — Fancy Fish Games</description>
    <language>en</language>
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        <title>Aground Coming Soon to Consoles!</title>
        <link>https://fancyfishgames.com/forums/discussion/348/aground-coming-soon-to-consoles</link>
        <pubDate>Tue, 26 Jan 2021 16:55:09 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">348@/forums/discussions</guid>
        <description><![CDATA[<h1>Aground will release on the PS4, Switch and XBox One 2/11/2021!</h1>
After some delays and challenges, we’re finally ready to announce exactly when Aground will be coming to consoles (PS4, Switch and XBox One)! I know many of you have been waiting for a while and keep asking when they are coming, and that date is now set: <b>February 11th, 2021! Mark your calendars!</b><br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/9o/41oe91y3or52.gif" alt="" /><br /><br /><br />I hope you’re looking forward to the release! The console versions are being published by Whitethorn Digital and have all of the offline features of the game. Online features (like mods and multiplayer) are a little more challenging on consoles, but may come in a future update depending on how the console launch goes!<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/ef/el70k51zwcht.gif" alt="" /><br /><br /><br />This is our first game to come to consoles - a major milestone for Fancy Fish Games and everyone on the development team! Achievement unlocked! We’ll be in <a rel="nofollow" href="https://discord.gg/Aground">our Discord</a> ready to celebrate on the 11th!]]>
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    <item>
        <title>Hybrid Path Update</title>
        <link>https://fancyfishgames.com/forums/discussion/347/hybrid-path-update</link>
        <pubDate>Mon, 07 Sep 2020 17:38:34 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">347@/forums/discussions</guid>
        <description><![CDATA[One of the most asked-for post launch updates, the Hybrid Path is finally here! This update adds a lot more combinations of magic and science, along with a new ending to the game (and some new post-game content). We wanted to make a path that combined the strengths of both magic and science, but was the most difficult to obtain, requiring progress along both the current magic and science questlines.<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/uw/1t37zte5hcpp.png" alt="" /><br /><br />To progress on the Hybrid Path, you’ll want to talk to the Professor, the Mirrows, and the Alchemist. The questline definitely plays better in a new or early save, but you can do an abbreviated version after the end of the game (on any path) to get all of the new items, vehicles and areas.<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/l6/r4b2yw1rmkku.png" alt="" /><br /><br /><b>The following changes affect the full version:</b>
<ul>
<li> Added new items and vehicles for the hybrid path.<br /></li><li> Added new quests and a new NPC.<br /></li><li> Added a new area to explore.<br /></li><li> Added a new ending to the game, that does not require defeating the final boss.<br /></li><li> Added the Bombardment Shield, for players that hate the bombardment. You can even set it up after the Bombardment starts, and the NPCs will leave their bunkers before the end of the game!<br /></li><li> Added a new official translation - German!<br /></li></ul>
<img src="https://fancyfishgames.com/forums/uploads/editor/50/bqh4pvdvt7ay.gif" alt="" /><br /><br />This is our last planned major update for Aground, at least for now. Let us know what you think!<br /><br />To celebrate this milestone update, Aground is on sale this week for 34% off - our largest discount yet.<br /><br />Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:<br /><br /><a rel="nofollow" href="http://discord.gg/aground">Discord</a><br /><a rel="nofollow" href="https://www.reddit.com/r/aground/">Reddit</a><br /><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter</a><br /><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a>]]>
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        <title>Aground Launch Day!</title>
        <link>https://fancyfishgames.com/forums/discussion/345/aground-launch-day</link>
        <pubDate>Fri, 17 Apr 2020 21:06:19 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">345@/forums/discussions</guid>
        <description><![CDATA[Today is the day! Aground has left early access and is now fully released for PC, Mac and Linux! The launch build includes Co-op multiplayer (up to 4 players), two official translations (more to come), modding support, two backer planets, the complete science and magic paths, and much, much more.<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/qu/6r198zi56edx.gif" alt="" /><br /><br />It’s been a very full 2.5 ish years - but we didn’t do it alone. A huge thank you to:<br /><br />Our awesome crowdfunding backers - your support kept us going.<br />Our Beta testers, Discord and Reddit communities - you found many bugs and shared much enthusiasm!<br />All the streamers and Let’s Plays that have shared the fun of Aground with their watchers - your impact is amazing.<br />Our families and friends - for putting up with us being in this wild, creative, unpredictable field of work!!<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/vd/mjke7ilxhup5.gif" alt="" /><br /><br /><br />Now’s the time to jump in and share the game far and wide! Tell your friends, stream your gameplay, get on social media, join a Multiplayer game online… going out is dangerous, right? Might as well stay in and play / share Aground.<br /><br /><span data-youtube="youtube-Ia0Rk-73OFQ?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=Ia0Rk-73OFQ"><img src="https://img.youtube.com/vi/Ia0Rk-73OFQ/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br /><br /><br />It was so much fun hanging with the community and streaming today - we chatted with fans about the development process and all hit the launch button together! What an exciting moment!<br /><br />Aground will also be coming to Switch, PS4 and Xbox later this year - keep an eye out for more announcements as that gets closer.<br /><br />Stay safe everyone, and Enjoy!<br /><br />-The Fancy Fish Games Team<br /><br /><a rel="nofollow" href="http://discord.gg/aground">Discord</a><br /><a rel="nofollow" href="https://www.reddit.com/r/aground/">Reddit</a><br /><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter</a><br /><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a>]]>
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        <title>Aground Update 2.0.7</title>
        <link>https://fancyfishgames.com/forums/discussion/346/aground-update-2-0-7</link>
        <pubDate>Fri, 12 Jun 2020 20:58:35 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">346@/forums/discussions</guid>
        <description><![CDATA[2.0.7 is now live! Like <a rel="nofollow" href="https://steamcommunity.com/games/876650/announcements/detail/2210648554967122847">2.0.6</a>, it’s another small update with some neat additions, bug fixes and quality of life improvements.<br /><br /><b>The following changes affect the full version:</b>
<ul>
<li> Added a Backer NPC and cameo. All players can find and talk to these NPCs, and there’s even a new quest. Hint for finding them: check divider island and CaptAIn’s colony.<br /></li><li> Thanks to the generosity of our Backers, some of the Backer exclusive weapons are now available for everyone (Boomerang, Laser Sword and Leech). Backer weapons also work now in Multiplayer even if some players are Backers and others are not.<br /></li><li> Fin modifiers now lower the use cost of all Equipment (stamina, power, etc).<br /></li><li> When you enter a Colosseum Arena, the difficulty is set to Normal while you are in that Arena (it will return to normal when you leave). This is because the Arenas were balanced with Normal difficulty in mind, and some of them are impossible in 1hko. You can still change difficulty while inside the Arena if you want an extra (perhaps impossible) challenge.<br /></li><li> PvP combat is now possible in multiplayer with a dev console command. Because the game is not cheat proof and is not balanced for PvP, I am not making this a publicly available option, but I added it for modders to play with, and for adventurous non-modders. Join our Discord if you want to learn more: <a href="https://discord.gg/Aground" rel="nofollow">https://discord.gg/Aground</a><br /></li></ul>
<b>These changes affect the demo as well:</b>
<ul>
<li> The Owl familiar, when equipped, now zooms out the game (like when you are riding a spaceship). This lets you see further, and gives you the option to always be zoomed out if the normal zoom level is too pixelated for your tastes.<br /></li><li> Hotkeys will no longer unequip equipment. Some players like hitting an equipment hotkey multiple times to make sure it’s set, and before this would unequip what they wanted to equip. Equipment will still swap back and forth unless you uncheck “Switch Equipment Hotkeys” in gameplay options.<br /></li><li> Other bugfixes and minor tweaks/improvements.<br /></li></ul>
In other news, we have started work on a Hybrid Path, which will be the first major post-launch update. It will combine the magic and science path and add a new ending, new equipment, spaceships and more! The Hybrid Path should be available by the end of the summer.<br /><br />Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:<br /><br /><a rel="nofollow" href="http://discord.gg/aground">Discord</a><br /><a rel="nofollow" href="https://www.reddit.com/r/aground/">Reddit</a><br /><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter</a><br /><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a>]]>
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        <title>Multiplayer Live &amp; Launch Date!</title>
        <link>https://fancyfishgames.com/forums/discussion/344/multiplayer-live-launch-date</link>
        <pubDate>Sun, 12 Apr 2020 18:31:06 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">344@/forums/discussions</guid>
        <description><![CDATA[Aground has finally reached update 2.0 - and it’s a big one - it adds co-op multiplayer! You might have seen the multiplayer beta announcement: <a href="https://steamcommunity.com/games/876650/partnerevents/view/1712996449562039865" rel="nofollow">https://steamcommunity.com/games/876650/partnerevents/view/1712996449562039865</a>, but it has now been tested and is ready for everyone to try!<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/mi/dbofqiofc9lb.gif" alt="" /><br /><br />More big news: we now have an official launch date - we will leave Early Access on <b>April 17th</b>! To celebrate, we created a revised, launch-ready trailer with the help of friend <a rel="nofollow" href="https://twitter.com/Mjoshua">@MJoshua</a> and score remix by Chase. Watch it here:<br /><span data-youtube="youtube-Ia0Rk-73OFQ?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=Ia0Rk-73OFQ"><img src="https://img.youtube.com/vi/Ia0Rk-73OFQ/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br />To play a game in Multiplayer, one player must host a save slot (it can be a new game), and then others can join that save.<br /><br />To host a save, select Multiplayer, enter a name for yourself and select Host Game, then select a slot to host.<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/dv/ybdz69phrab3.png" alt="" width="512" /><br /><br />To join a game, select Multiplayer, then enter a name for yourself and select Join. It will show a list of everyone publicly hosting the game and you can select one to join, or you can manually input their IP address to join their game.<br /><br />We also added a chat feature for Multiplayer - in game, hit Tab to chat, and type /help in chat for a list of useful commands!<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/rl/85ju64oi0428.gif" alt="" /><br /><i>Some April 1st shenanigans in the Multiplayer Beta.</i><br /><br />We also added our first official translations: by popular demand, Russian and Brazilian Portuguese! We are still planning on adding more, but these translations were included in the big 2.0 update!<br /><br />I hope you enjoy being able to play with friends, and let me know if you come across any issues! With only a few days until our full launch date, we’re hoping to fix any last minute bugs and maybe add a few more last minute quality of life updates!<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/fd/osc5r15la44s.gif" alt="" /><br /><i>Going out is dangerous! Stay in and play Aground!</i><br /><br />P.S. Don’t forget to join the social channels below if you haven’t already:<br /><br /><a rel="nofollow" href="http://discord.gg/aground">Discord</a><br /><a rel="nofollow" href="https://www.reddit.com/r/aground/">Reddit</a><br /><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter</a><br /><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a>]]>
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        <title>Update 1.8.9 - To The Depths</title>
        <link>https://fancyfishgames.com/forums/discussion/343/update-1-8-9-to-the-depths</link>
        <pubDate>Mon, 25 Nov 2019 19:53:13 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">343@/forums/discussions</guid>
        <description><![CDATA[The second (and final) backer planet is out, along with a second batch of “quality of life” improvements to the game. The new planet is called the Depths (for reasons that will quickly become clear), and once again anyone can travel to it by going to the new star system (it’s at the bottom right of the star map).<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/8t/b4oqczwyxrj0.png" alt="" /><br /><br />This planet is mostly about exploration - the quests don’t guide you as closely as the science path. There’s a lot hidden, and it’s better to go into it blind, but if you get stuck don’t forget to try fighting some of the new enemies.<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/nt/d9eh551x7ute.png" alt="" /><br /><br />We also added Difficulty Modes this update. Unlike in most games, you are not asked to set a Difficulty Mode when you start a new game, instead you can change it in the settings at any time. We’ve had people complain that the game is too easy, and others that it is too hard, so we decided to give players the flexibility to adjust the game difficulty up or down as they play. Is one planet or boss too difficult? Move the difficulty down. Too easy? Move it up. Since you can change it whenever you want, you never have to worry about choosing the wrong mode. Just be careful with the Permadeath mode - it will delete your save slot if you die - only the most hardcore players should attempt it!<br /><br /><b>In addition to the new planet, the following changes affect the full version:</b>
<ul><li>Added three new bosses to the arena.</li><li>Added the ability to repair colony ships postgame (after the ending).</li></ul>
<b>These changes affect the demo as well:</b>
<ul><li>Added difficulty settings to the options menu.</li><li>Can export and delete saves right from the saves menu.</li><li>Added a hammer item that builds blueprints.</li><li>Added sound effects to familiars so they will occasionally make noise when idling (i.e., a cat will meow).</li><li>Holding the shift key now reduces your speed to the starting value (walking). This is useful if you’re zipping by with too many upgrades and need some precision, and can also be used with flying equipment.</li><li>Many other minor improvements and bugfixes.</li></ul>
This more or less completes the single player experience of the game. There are a few loose ends we’ll continue to add - like being able to build the science ship and entering the last incomplete postgame secret area, but these are not major game changers and may not be added until after the full launch. Our main goal from now until March 2020 is adding co-op multiplayer (and we’ll have a few betas along the way). The full launch will come soon after multiplayer is added.<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/qp/cczt14l2qai2.png" alt="" /><br /><br />Multiplayer in Aground will be the ability to invite other players into your game. It’s completely optional and server-less, and will not affect the single player experience at all. When you invite people, they can help you fight enemies, gather resources and complete quests - the storyline will be the same, you will just be able to work together.<br /><br />I hope everyone is looking forward to multiplayer as much as I am! We’re getting close to the full launch, but we will definitely continue to be active in the discord and post updates to the game even after launch! Thank you to everyone who joined us on this journey and trusted us in Early Access!<br /><br />P.S. Don’t forget to join the social channels below if you haven’t already:<br /><br /><a rel="nofollow" href="http://discord.gg/aground">Discord</a><br /><a rel="nofollow" href="https://www.reddit.com/r/aground/">Reddit</a><br /><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter</a><br /><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a>]]>
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        <title>Update 1.8.6 - Unnature Sanctuary and More!</title>
        <link>https://fancyfishgames.com/forums/discussion/342/update-1-8-6-unnature-sanctuary-and-more</link>
        <pubDate>Thu, 24 Oct 2019 23:42:58 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">342@/forums/discussions</guid>
        <description><![CDATA[The first of the backer planets is out, along with a bunch of “quality of life” improvements to the game! The new planet is called Unnature Sanctuary, and is now reachable in the star navigator. It’s an optional side-quest planet, but check it out!<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/93/yxyw4qflef0t.png" alt="" /><br /><br />In other news, we recently added Minigames to the research lab, and Chase (our composer) released the official <a rel="nofollow" href="https://chasebethea.bandcamp.com/">Aground Soundtrack</a>!<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/b9/p8qaxx8kl7ap.png" alt="" /><br /><br /><b>For Mac Players:</b> You may have heard about the new app requirements for Catalina. The good news is that Aground is already 64-bit, so the game will run. The bad news is that it is not notarized, and I will not notarize it given the complexity of the process for every update and requirement of an apple developer ID which has a yearly fee. From what I have heard, this means that you may have to go through an additional step to bypass gatekeeper. Hopefully this doesn’t cause too much trouble, and I’ll continue to update the game on Mac as usual.<br /><br /><b>In addition to the new planet, the following changes affect the full version:</b>
<ul>
<li> Some vehicles can now move and attack at the same time.<br /></li><li> Drone control can now be used while riding the mobile lab.<br /></li><li> Talon Copse can now modify most equipment.<br /></li><li> Cables and rails can now be placed on the same tile.<br /></li><li> Added a mini planet - Mercury. This is the last solar system planet that I plan to add before the full launch (gas giants have nowhere to land, and Venus is very dangerous).<br /></li></ul>
<b>These changes affect the demo as well:</b>
<ul>
<li> The starting quests now let you place the structures where you want to, and give you a blueprint for them when complete so you can re-arrange your base.<br /></li><li> Most vehicles and bots can now be packed up and deployed.<br /></li><li> Docks can now summon nearby boats.<br /></li><li> Trader will ship items from one island to another for a fee (pre bombardment/endings).<br /></li><li> Dragons can now land on water and never die by running out of fuel now.<br /></li><li> Mouse buttons can now be set in controls - this allows you to attack by clicking (but clicking on a GUI element will interact with it as normal).<br /></li><li> Surgery lab can now install vanity equipment.<br /></li><li> Crops can now be re-arranged in farms.<br /></li><li> Chests can be given labels.<br /></li><li> Hotkeys are now sensitive to parameters/modifiers.<br /></li></ul>
This is about half of the quality of life updates planned for the game, and half of the backer planets - so look forward to the other half by the end of November!<br /><br />Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:<br /><br /><a rel="nofollow" href="http://discord.gg/aground">Discord</a><br /><a rel="nofollow" href="https://www.reddit.com/r/aground/">Reddit</a><br /><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter</a><br /><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a>]]>
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        <title>Aground Update 1.8.2 - Endings</title>
        <link>https://fancyfishgames.com/forums/discussion/341/aground-update-1-8-2-endings</link>
        <pubDate>Mon, 09 Sep 2019 17:50:41 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">341@/forums/discussions</guid>
        <description><![CDATA[<p>What happens after you beat the final boss? What’s the resolution to the story? This update answers those questions, along with some post game content and areas!</p>
<p><img src="https://fancyfishgames.com/forums/uploads/editor/bl/dcrwq777np2b.png" alt="" /><br /><br /></p>
<p>I don’t want to spoil much - but after beating the final boss, try talking to all the NPCs - almost all of them have dialogue changes. You can also choose a homeworld if you talk to the CaptAIn.</p>
<p>At this point, the questlines for magic and science path is more or less how it will be at the final launch, but we have the two backer planets, some additional post game content, the quality of life update (general improvements) and multiplayer still to come!</p>
<figure><a rel="nofollow" href="http://discord.gg/aground"><img src="https://fancyfishgames.com/forums/uploads/editor/al/7deiohwdx06y.png" alt="" /><br /></a><br /></figure>
<p>If you haven’t heard, Aground is now on the Discord Store as well! Definitely drop by <a rel="nofollow" href="http://discord.gg/aground">our discord</a>, we’re very active there if you want to chat - and you can now see announcements and buy the game directly from our discord server!</p>
<p><strong>Update 1.8.2 Includes the Following:</strong></p>
<ul><li>Endgame dialogue/cutscenes for all NPCs.</li><li>You can now choose a homeworld.</li><li>Added a third tier hut upgrade for post-game science.</li><li>Added more destroyed versions of structures for bombardment.</li><li>Added one of the two post-game secret areas (the key to unlock it was added to the golemech factory, if you know where that is).</li><li>Added 4 new bosses to the arena.</li><li>The Exo Mech can now have a shield or light installed.</li><li>Changed collision detection - it should now lag less with large moving objects (like in fleet battles).</li><li>The equipment window now shows all status bars as numbers (scaling them down if necessary).</li><li>Added new SFX.</li><li>Many bug-fixes, tweaks and minor changes!</li></ul>
<p>Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:</p>
<p><a rel="nofollow" href="http://discord.gg/aground">Discord<br /></a><a rel="nofollow" href="https://www.reddit.com/r/aground">Reddit<br /></a><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter<br /></a><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a></p>]]>
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        <title>Aground is now available on the Discord store!</title>
        <link>https://fancyfishgames.com/forums/discussion/340/aground-is-now-available-on-the-discord-store</link>
        <pubDate>Tue, 13 Aug 2019 18:32:15 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">340@/forums/discussions</guid>
        <description><![CDATA[<img src="https://fancyfishgames.com/forums/uploads/editor/00/uf5m50ibcl3g.png" alt="" /><br /><br />Our discord community has been one of the most active places for gathering player feedback and suggestions, so it only made sense to put our game on their store! Now you can buy Aground right from our <a rel="nofollow" href="https://discord.gg/aground">Discord Server</a> and proudly show it in your activity as you play!<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/a4/2859f5hedn9t.png" alt="" /><br /><br />I hope you enjoy the game, along with its most recent major update (<a rel="nofollow" href="https://fancyfishgames.com/forums/discussion/339/happy-birthday-aground-update-1-8-0">magic path to end</a>), whether on Discord or elsewhere! We’re now working on the endings for the magic and science paths, but we’ll always be around on our <a rel="nofollow" href="https://discord.gg/aground">Discord Server</a> if you have suggestions, feedback or just want to hang out and chat!]]>
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        <title>Happy Birthday Aground - Update 1.8.0!</title>
        <link>https://fancyfishgames.com/forums/discussion/339/happy-birthday-aground-update-1-8-0</link>
        <pubDate>Thu, 08 Aug 2019 14:58:05 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">339@/forums/discussions</guid>
        <description><![CDATA[<p>It’s been a year since we launched Aground in Early Access, and we’ve come a long way. A year ago, the science path ended when you crafted your first fighter escort, and the magic path ended after the fight with the Old One.</p>
<p><img src="https://fancyfishgames.com/forums/uploads/editor/um/wwl7elzr3206.png" alt="" /><br /><br />Since then, we’ve added spacefaring and end game science path quests and items. And with the update we released today - 1.8.0 - we’ve finally finished end tier magic path quests and items. The journey isn't over yet, but we’ve come a long way and the end is in sight.<br /><br />The Full Launch is still on schedule for early next year alongside the console ports. Between now and then we’ll be working on:</p>
<ul><li><strong>Endings</strong>&nbsp;- Right now, you beat the final boss and it rolls to credits, and if you continue your game nothing changes. This update will have the aftermath, conclusion, resolution and some post game content (along with editing all the NPC dialogue).<br /></li><li><strong>Backer Planets &amp; Characters</strong>&nbsp;- There are 2 side-quest planets and some NPCs designed by kickstarter backers that will be added to the game. These planets will be available to all players.<br /></li><li><strong>Quality of Life Update</strong>&nbsp;- There’s a growing list of suggested improvements, tweaks and minor changes that we want to do before the full launch.<br /></li><li><strong>Co-op Multiplayer</strong>&nbsp;- Play with your friends &amp; work together to complete quests (no PvP by default, but if you’re okay with cheating and broken mods, you can enable it)!<br /></li><li><strong>Console Ports</strong>&nbsp;- Aground will be released on the Playstation 4, Nintendo Switch, and XBox One.<br /></li><li><strong>Translations</strong>&nbsp;- We will be translating Aground to several languages for the full launch, once the dialogue/text is more or less finalized.</li></ul>
<p>And of course, the full launch isn’t necessarily the end! We have many ideas for post-launch updates, including the Hybrid/Combined Path!<br /><img src="https://fancyfishgames.com/forums/uploads/editor/ns/nemdkesubc5u.png" alt="" /><br /><br /><br /><strong>Update 1.8.0 Includes the Following:</strong></p>
<ul><li><strong>Added New NPCs</strong>&nbsp;- And the quests necessary for you to reach the final boss on the magic path.<br /></li><li><strong>Added Spirit World</strong>&nbsp;- A strange new place where the elemental spirits come from.&nbsp;<img src="https://fancyfishgames.com/forums/uploads/editor/hc/pnmwav8p5epk.png" alt="" /><br />&nbsp;</li><li><strong>Added Mars</strong>&nbsp;- Why is Mars a new planet for the magic path? Only one way to find out!<br /></li><li><strong>Book of Translation</strong>&nbsp;- A new spellbook that lets you talk with dragon ships, steal their secrets (and ships) to use against them!<br /></li><li><strong>Tier 3 Spellbooks</strong>&nbsp;- You can now cast meteors like shown in this sneak peek gif:<br /><img src="https://fancyfishgames.com/forums/uploads/editor/9o/o42h5kew36qa.gif" alt="image" /></li><li>Added new enemies.<br /></li><li>Added endgame magic path equipment.<br /></li><li>Added new spaceships and vehicles.<br /></li><li>Many new cutscenes and the story up to (but not including) the magic path ending.<br /></li><li>Living vehicles can now have their modifier changed at the vine copse.<br /></li><li>There is now a coral farm that you get at the same place as the coral pen that can harvest all wyrm pens and coral pens.<br /></li><li>Added new SFX.<br /></li><li>Familiar efficiency now boosts the farming speed of that familiar when in pens.<br /></li><li>The book of shielding now costs less stamina the higher your spellcasting stat, and blocks all attacks (including spirit attacks).<br /></li><li>Many bug-fixes, tweaks and minor changes!</li></ul>
<p>Thank you for supporting us throughout this year in Early Access, and I hope you’re looking forward to all the future updates, the full launch, and beyond!<br /><br />Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:</p>
<p><a rel="nofollow" href="http://discord.gg/aground">Discord</a></p>
<p><a rel="nofollow" href="https://www.reddit.com/r/aground/">Reddit</a></p>
<p><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter</a></p>
<p><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a></p>]]>
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        <title>Aground Early Access Launch Day!</title>
        <link>https://fancyfishgames.com/forums/discussion/301/aground-early-access-launch-day</link>
        <pubDate>Thu, 09 Aug 2018 00:57:33 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">301@/forums/discussions</guid>
        <description><![CDATA[<p><img src="https://i.gjcdn.net/data/fireside/posts/6/163/396413/media/launch_party-dt7sgcwr.jpg" alt="" /></p>
<p>The early access version of Aground is now available on <a rel="nofollow" href="https://store.steampowered.com/app/876650/Aground/">Steam</a> and <a rel="nofollow" href="https://fancyfishgames.itch.io/aground">Itch.io</a>! Join us on <a rel="nofollow" href="http://discord.gg/aground">Discord</a>, <a rel="nofollow" href="https://www.reddit.com/r/aground">Reddit</a>, <a rel="nofollow" href="https://www.facebook.com/events/1012735075553365/">Facebook</a> or <a rel="nofollow" href="https://twitter.com/FancyFishGames">Twitter</a> today for some launch day festivities!</p>
<p><img src="https://i.gjcdn.net/data/fireside/posts/6/163/396413/media/mountain-cloud-heugzxj4.png" alt="" /></p>
<p>It has been a wild ride getting to this point - from the initial prototype over a year ago, an underwhelming reception to the early versions, to an incredibly enthusiastic response to the browser version, an amazing <a rel="nofollow" href="https://www.kickstarter.com/projects/davidmaletz/aground">crowdfunding campaign</a>, and update after update of new content and improvements. </p>
<p>And - hopefully - this is just the beginning of Aground’s story!</p>
<p><img src="https://i.gjcdn.net/data/fireside/posts/6/163/396413/media/underwater-map-p3ftvwq7.png" alt="" /></p>
<p>The early access version includes new quests, vehicles, enemies and areas not in the demo version. And we still have a ton of exciting content left to add before the game is complete.</p>
<p><img src="https://i.gjcdn.net/data/fireside/posts/6/163/396413/media/modio-uwasnc8r.png" alt="" /></p>
<p>As we mentioned before, Aground now also has support for mods with the help of <a rel="nofollow" href="https://aground.mod.io/">mod.io</a>! While we haven’t written a guide yet, there are already a few mods uploaded, so feel free to subscribe to them or join the #modding channel on <a rel="nofollow" href="http://discord.gg/aground">Discord</a> for help making your own!</p>
<p>We are also pleased to share that a new member has been added to the Aground team! Megan has joined us to help out with social media and marketing. Together we’re working hard to spread the word about the game!</p>
<p><strong>Update 1.4.0 is now Live!</strong></p>
<p><img src="https://i.gjcdn.net/data/fireside/posts/6/163/396413/media/swimming_eel-ypbmtcit.jpg" alt="" /></p>
<p>This update includes lots of new content for the early access version (see above), but we also included an update to the free version too! This update includes swimming and many small improvements and tweaks to the game. As a big thank you to <a rel="nofollow" href="https://armorgames.com/aground-game/18245">Armor Games</a>, <a rel="nofollow" href="http://www.kongregate.com/games/terra0nova/aground">Kongregate</a> and <a rel="nofollow" href="https://www.newgrounds.com/portal/view/701110">Newgrounds</a> who helped us get to this point, we also added a few secrets and specials on those sites - can you find them all?</p>
<hr /><p>I hope you enjoy the early access version and demo updates! And if you played the game, help show your support by writing a review or posting a screenshot! I hope you’re looking forward to the magic path update, which will include the magic path between the demo and outer space!</p>]]>
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        <title>Science Path to the End, Console Ports, and E3 MIX Event</title>
        <link>https://fancyfishgames.com/forums/discussion/338/science-path-to-the-end-console-ports-and-e3-mix-event</link>
        <pubDate>Tue, 11 Jun 2019 13:18:04 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">338@/forums/discussions</guid>
        <description><![CDATA[Update 1.7.0 is now live!! It includes the Science Path to the end of the game, which involves several new planets, many new quests, NPCs, enemies, and much more!<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/ui/4dm85vozmea1.gif" alt="" /><br /><br />We’re also very excited to announce that we have partnered with <a rel="nofollow" href="https://whitethorndigital.com/">Whitethorn Digital</a> to bring Aground to the <b>Nintendo Switch</b>, <b>PS4</b> and <b>XBox One</b>! The console ports will release alongside the full launch in early 2020.<br /><br />Our console port announcement was included in this year’s Kinda Funny Showcase at E3, which you can watch here:<br /><span data-youtube="youtube-Ayw3J7sxEkQ?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=Ayw3J7sxEkQ"><img src="https://img.youtube.com/vi/Ayw3J7sxEkQ/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br /><br />Finally, Aground will be at the <a rel="nofollow" href="https://www.mediaindieexchange.com/games/aground/">MIX at E3</a> this Wednesday June 12th, at 7PM - if you’re going to be there, please look for us and say hello!<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/o9/eawrmz80x7vy.gif" alt="" /><br /><br /><b>The full changelog for this update is as follows:</b>
<ul>
<li>Added a new star system and planet on the Science Path where you can meet other human survivors.<br /></li><li>Added the Enemy Headquarters, where you can fight the final boss!<br /></li><li>Added many new enemies to go with the new planets.<br /></li><li>Added fleet battles - where NPC spaceships can fight alongside you!<br /></li><li>Added endgame science path equipment - both cyborg and regular.<br /></li><li>Added new spaceships and vehicles.<br /></li><li>Many new cutscenes and the story up to (but not including) the science path ending.<br /></li><li>Many bug-fixes, tweaks and minor changes!<br /></li></ul>
I hope you’re as excited as we are - this is quite the milestone update (science path to end), but there’s still a lot to go (magic path, backer planets, co-op multiplayer)! Thank you for following and supporting us on this ambitious journey to the stars and beyond.<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/rm/jno7dt295dk0.gif" alt="" /><br /><br />Finally, here's a sneak peak of the next update - the Magic Path to end - where you will get end-tier spell books and more:<br /><br /><img src="https://fancyfishgames.com/forums/uploads/editor/9o/o42h5kew36qa.gif" alt="" /><br /><br />Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:<br /><br /><a rel="nofollow" href="http://discord.gg/aground">Discord</a><br /><br /><a rel="nofollow" href="https://www.reddit.com/r/aground/">Reddit</a><br /><br /><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter</a><br /><br /><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a>]]>
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        <title>Aground Update 1.6.0 - To a Familiar Star System</title>
        <link>https://fancyfishgames.com/forums/discussion/337/aground-update-1-6-0-to-a-familiar-star-system</link>
        <pubDate>Tue, 05 Mar 2019 23:36:28 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">337@/forums/discussions</guid>
        <description><![CDATA[The first new major planet is in, and it’s an exciting one! We think you’ll be very curious to see what happened to this familiar planet - along with new NPCs, quests, and features. This planet focuses entirely on the science path - but don’t worry, we have plans for the magic path too! This planet took a little longer than we would have liked, so we adjusted the <a rel="nofollow" href="https://steamcommunity.com/app/876650/discussions/0/1744469130471927220/">roadmap</a>, but I think you’ll agree it was worth it. We’re getting closer to the end of the game in terms of content, but we have lots of additional updates planned before we leave Early Access (including the highly requested multiplayer update).<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/dd/uc5o753jeede.png" alt="" /><br /><br /><br /><b>The full changelog for this update is as follows:</b>
<ul>
<li>Added a new star system + major planet to the game! This also includes a new music track!<br /><img src="http://fancyfishgames.com/forums/uploads/editor/ov/pnpcrso4suu4.png" alt="" /><br /></li>
<li>Added drones, a new kind of vehicle that can be piloted remotely.<br /><img src="http://fancyfishgames.com/forums/uploads/editor/u3/vjwwj6m0kowm.png" alt="" /><br /></li>
<li>Added a whole new spaceship… and it’s a big one (no spoilers, it should be obvious if you do all the new quests).</li>
<li>Added new quests, NPCs, items, crafting, structures and a research lab. No spoilers, but… I will tell you a com device helps.</li>
<li>Teleportals can now be renamed, and are sorted by name. You can organize them by using special characters/numbers before the name, and use this to make a note about important parts of islands. Teleportals are now also locked to the star system they were built in, so the list will only show teleportals in that star system.</li>
<li>Added an FTL jump animation for vehicles.<br /><img src="http://fancyfishgames.com/forums/uploads/editor/nq/t4mf8t28q8mp.png" alt="" /><br /></li>
<li>Placing items in vehicle interiors (workbenches, furnaces, etc) can now take items directly from the vehicle’s storage.</li>
</ul>
<br /><b>The following changes affect the demo as well:</b>
<ul>
<li>When you discover an item for the first time, the game now tells you! It doesn’t know about items you already discovered in old saves that aren’t in your storehouse or inventory, so it might come up a lot when you first continue an old save, but eventually it will work as intended.</li>
<li>Crops and pens can now function without a barn (and be placed without a barn). The barn structure is now just a convenience, where you can harvest them all at once.</li>
<li>Added many new sound effects, both to the demo and the full version. We’ll be adding more in the next few updates, fleshing out the sounds for all the attacks, enemies and items.</li>
<li>Added a gameplay option to make steel walkways un-mineable (so you don’t mine them by accident). Just toggle the option to make them mineable again when you want to change/move/collect them.</li>
<li>Added a gameplay option to hide blueprints from the “All” tab in your inventory. A lot of people complained that blueprints cluttered the inventory and could not be removed - well now they can be hidden, unless you intentionally go to the blueprints tab.</li>
<li>For people playing on the keyboard, shift+Z now moves the current object/vehicle to the back. This is useful if you have two large vehicles on top of each other.</li>
<li>Many bug-fixes, tweaks and minor changes!</li>
</ul>
<br />Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:<br /><br /><a rel="nofollow" href="http://discord.gg/aground">Discord</a><br /><br /><a rel="nofollow" href="https://www.reddit.com/r/aground">Reddit</a><br /><br /><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter</a><br /><br /><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a>]]>
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        <title>Spacefaring Update 1.5.5 is out!</title>
        <link>https://fancyfishgames.com/forums/discussion/336/spacefaring-update-1-5-5-is-out</link>
        <pubDate>Tue, 08 Jan 2019 23:34:46 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>NatalieMaletz</dc:creator>
        <guid isPermaLink="false">336@/forums/discussions</guid>
        <description><![CDATA[Update 1.5.5 brings a lot of new features, and some new content (including a small dwarf planet), and I'm very excited for it as it's the backbone for what will be the final stage of the game - travelling between planets! Spacefaring has always been one of my goals in Aground - I wanted you to be able to eventually build up to travelling between planets, but start the game having no idea that was even possible.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/iv/k8c57u7o76qs.gif" alt="" /><br /><br /><br />I also set up a <a rel="nofollow" href="https://www.patreon.com/fancyfishgames">Patreon here</a> if you want to support my work! It might not seem like much, but every dollar counts!<br /><br /><b>The full changelog for this update is as follows:</b>
<ul>
<li> Added Orbit and the ability to travel between planets.<br /><img src="http://fancyfishgames.com/forums/uploads/editor/fj/5dk3gz6n2k4b.gif" alt="" /><br /></li><li> Added a new planet.<br /></li><li> You can now build space stations in orbit.<br /><img src="http://fancyfishgames.com/forums/uploads/editor/m0/9llw6aqoctcd.gif" alt="" /><br /></li><li> Added underground structures (and an event that will make them very useful).<br /><img src="http://fancyfishgames.com/forums/uploads/editor/iq/cxi2kbv0yjvo.png" alt="" /><br /></li><li> Added ladders and walkways for stacking surface structures.<br /><img src="http://fancyfishgames.com/forums/uploads/editor/hj/e0xsheen9lhh.png" alt="" /><br /></li><li> Added several new songs! Here's a really cool video of Chase composing one of them:<br /></li></ul>
<span data-youtube="youtube-x_D2F18Hso4?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=x_D2F18Hso4"><img src="https://img.youtube.com/vi/x_D2F18Hso4/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br /><br /><br /><b>The following changes affect the demo as well:</b>
<ul>
<li> Cables and rails can now be placed vertically.<br /></li><li> Structures now operate even when away from the island.<br /></li><li> Blueprint error guides (they visually show you what is blocking the structure from being built).<br /></li><li> Combat update! I tweaked how combat works yet again - it is now easier to defeat enemies without taking any damage (by dodging), but also more dangerous to blindly mash the attack key as they will knock you back out of range.<br /></li><li> 4 more hotkeys have been added by popular demand.<br /></li><li> Miner now gives a quest about minecarts.<br /></li><li> Builder will explain sticky items when you build the storehouse, and sticky items now are placed above others in the inventory.<br /></li></ul>
Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:<br /><br /><a rel="nofollow" href="http://discord.gg/aground">Discord</a><br /><br /><a rel="nofollow" href="https://www.reddit.com/r/aground">Reddit</a><br /><br /><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter</a><br /><br /><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a>]]>
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        <title>Magic to Space! Update 1.5.1 is out!</title>
        <link>https://fancyfishgames.com/forums/discussion/335/magic-to-space-update-1-5-1-is-out</link>
        <pubDate>Tue, 23 Oct 2018 21:55:03 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>NatalieMaletz</dc:creator>
        <guid isPermaLink="false">335@/forums/discussions</guid>
        <description><![CDATA[Update 1.5.1 is here, and it’s a big one!! You can now follow the magic path all the way through many new quests and areas, right up to launching into space! This means that the entire starting planet is now complete, besides a few side quests and optional features we still want to add.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/te/asy3znvhi2y4.gif" alt="" /><br /><br />Alongside this major update to the game, we have a very exciting new trailer to share with you! Made by the talented M. Joshua and scored by our very own Chase Bethea, we are thrilled with how it came out!<br /><br /><span data-youtube="youtube-r1SV8Q_daSs?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=r1SV8Q_daSs"><img src="https://img.youtube.com/vi/r1SV8Q_daSs/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br /><br />What do you think? We hope you love it as much as we do!<br /><br />In other news, back in late August/early September we showcased Aground at PAX West, which was an amazing experience. We were a part of the Indie Megabooth, and had a very steady crowd of gamers, press, and industry professionals stopping by to chat and try out the game. Pictures from the event are here (featuring our Miner and Alchemist cosplays!): <br /><a rel="nofollow" href="https://www.flickr.com/photos/166774367@N06/sets/72157695274883630/"> https://www.flickr.com/photos/166774367@N06/sets/72157695274883630/</a>. <br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/yh/tuhmfii2g3df.jpg" alt="" /><br /><br />A huge thank you to everyone who came by at PAX, especially the awesome streamers and Youtubers we met, who have released so many great videos which have helped to spread the word about the game - including <a rel="nofollow" href="https://www.youtube.com/watch?v=Pkm3kDqzxA0&amp;">SplatterCatGaming</a>, <a rel="nofollow" href="https://www.youtube.com/watch?v=WPslevq-VA8">Wanderbots</a>, <a rel="nofollow" href="https://mixer.com/RufioGuy?vod=54907239">RufioGuy</a>, and many others!<br /><br />For backers at the Farmer tier or above, Backer Polls have just begun! The first question we are asking for your input on is a big one - what should we work on next? Spacefaring? Or Multiplayer? If you are a backer at the Farmer tier or above, check your backer info page for access to the form - if you have any trouble, let us know!<br /><br />Lastly, Merchant-tier backers (except international) should have received their beautiful Aground t-shirts by now! International backers, sit tight - we are still working on yours and it shouldn’t be too much longer now.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/zi/5uwu4of7u5rw.gif" alt="" /><br /><br /><b>The full changelog for this update is as follows:</b>
<ul>
<li> Added a new magic island with new bosses, enemies, NPCs, sub-areas and structures. Rest in the purple hut after defeating the Old One to start these quests (and check out the place the Old One was defeated).<br /></li><li> Added many new familiars and new types of nets to catch them.<br /></li><li> Added spellbooks and a spellcasting skill.<br /></li><li> Added a magic spaceship equivalent, and the quests to get it.<br /></li><li> You can now mine the second layer of magic island (although we are still planning on adding caves there later).<br /></li></ul>
<b>The following changes affect the demo as well:</b>
<ul>
<li> Added an indicator when the smelter/kitchen/pen/farm have items ready.<br /></li><li> Allowed some weapons/items to work underwater.<br /></li><li> Added spider familiar.<br /></li><li> Some magic structures can now be uprooted and moved.<br /></li><li> You can now collect items while riding the dragon (like helium sacs)<br /></li><li> You can now aim dragonfire manually while riding a dragon by using up/down while holding attack.<br /></li><li> Many smaller fixes and improvements, including color changes to the background art.<br /></li></ul>
<b>For Modders:</b>
<ul>
<li> Added &lt; loadAfter &gt; tag to the mod metadata. This works just like  (forcing the labelled mod to load first), but won’t cause the mod to fail to load if the labelled mod is missing.<br /></li><li> Added the evalXml function. This parses the passed argument string as xml and then runs it after the current action block completes. Useful for dynamic xml generation.<br /></li><li> Added setGlobal and getGlobal, to manage global variables that can be used between saves and in different scopes. These are not saved, and clear when the game is restarted (or you set them to null).<br /></li><li> Added setPlayer and changePlayer functions. setPlayer changes the player to an already created player object, and changePlayer changes the player to a new object with the passed id. These are dangerous functions.<br /></li></ul>
Enjoy, and as always, don’t be shy if you have any questions or feedback - we are always happy to hear from our players. And don’t forget to join the social channels below if you haven’t already:<br /><br /><a rel="nofollow" href="http://discord.gg/aground">Discord </a><br /><a rel="nofollow" href="https://www.reddit.com/r/aground/">Reddit</a><br /><a rel="nofollow" href="https://twitter.com/fancyfishgames">Twitter </a><br /><a rel="nofollow" href="https://www.facebook.com/FancyFishGames">Facebook</a>]]>
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        <title>Expanded Science Path - Update 1.4.2!</title>
        <link>https://fancyfishgames.com/forums/discussion/308/expanded-science-path-update-1-4-2</link>
        <pubDate>Wed, 29 Aug 2018 01:50:51 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">308@/forums/discussions</guid>
        <description><![CDATA[When we released the early access version with update 1.4.0, you could go all the way to building a spaceship like we promised, but many things we wanted to add before you left the planet (higher tech upgrades, power cores) didn’t make it in. So, for our first update in Early Access, we added a new quest on the Science Path (talk to the Fisherman), with new enemies, equipment, upgrades and more!<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/m0/7cao86r5b6n3.png" alt="" /><br /><i>Headshot!</i><br /><br />If you haven’t seen it yet, we’ve also added a <a rel="nofollow" href="https://steamcommunity.com/app/876650/discussions/0/1744469130471927220/">roadmap</a> which details all our plans for Early Access Updates up through the full release. We will be working on the magic path to space next. You can expect it to be complete by the end of September. But first, we’ll be heading off to <a rel="nofollow" href="http://west.paxsite.com/">PAX West</a> in Seattle to show off the game! If you’re going to be there, be sure to stop by at booth 663 (with the <a rel="nofollow" href="http://indiemegabooth.com/project/aground/">Indie Megabooth</a>)! There will be goodies to be had! And Aground cosplay!<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/xl/43goprs08a5g.png" alt="" /><br /><i>Not the nicest addition to Sunset Haven...</i><br /><br />I don’t want to spoil everything this update adds, but there are many new items including power cables (for connecting generators to buildings), new blueprints, higher tech upgrades, a new skill, a new vehicle, craftable robot NPCs and many tweaks and minor improvements (including the ability to change your appearance at the surgery lab). As mentioned above, be sure to talk to the Fisherman, and check out the factory for new stuff!<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/1z/bag8nvgvm9gl.gif" alt="" /><br /><br />There are still more things we wanted to add for the science path (like starting island upgrades, which you can see in the above gif), but we needed to prepare for PAX. We might post it with a bugfix update after PAX, but we also want to get cracking on the magic path update!<br /><br />Wish us luck at PAX - we'll be sure to take lots of pics for those who can't make it.]]>
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        <title>Aground Developer Interviews Part Three - Sound Bytes (Chase)</title>
        <link>https://fancyfishgames.com/forums/discussion/303/aground-developer-interviews-part-three-sound-bytes-chase</link>
        <pubDate>Thu, 16 Aug 2018 20:30:48 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>NatalieMaletz</dc:creator>
        <guid isPermaLink="false">303@/forums/discussions</guid>
        <description><![CDATA[Welcome to part three of the Aground developer interview series! This week we have <a rel="nofollow" href="http://chasebethea.com/">Chase Bethea</a>, Aground’s Los-Angeles based composer and sound designer. Chase has been creating mesmerizing soundscapes for games and other media since 2011, and has been an integral part of the <a rel="nofollow" href="http://fancyfishgames.com/">Fancy Fish Games</a> team since their first collaboration (<a rel="nofollow" href="http://www.newgrounds.com/portal/view/610205">I Can’t Escape</a>) in 2013.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/sf/6rf7itbyoqn1.jpg" alt="" /><br /><br /><b>What do you do? Give me details on your role and responsibilities, and everything you do to bring Aground to life.</b><br /><br />I am the music composer and sound designer for Fancy Fish Games. My responsibilities include making the best ear candy for the game projects. When I write the music, my first goal is to make sure it fits the game in every aspect. It needs to be subconscious but not invisible, enjoyable and not monotonous. When I do the sound design, I try to make things unique but still  appropriate for the action. I also find implementing and balancing the overall sound and music is quite important. Anything too loud can pull you out of the collaborative artform experience and anything soft can not pull you in enough. This leaves the player disengaged no matter the direction. Implementation is king with audio, as it is the last puzzle piece to ensure it fits with the game mechanics, art, story and tone of the game.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/q1/9kjwpfsm3dfx.gif" alt="" /><br /><br /><b>What would you say to someone interested in becoming a composer/sound designer for games?</b><br /><br />I have and will always continue to say: play games. Play all types of video games, board games, card games, VR games etc. Playing the games allows you to get a better sense of the work you are doing. Those play experiences will come in handy when you need to have references or bring a certain sound that is being asked of you to the table. Do not come up with the excuse of not having time to play games. Make the time. It can only help, not hurt.<br /><br /><b>What are your inspirations for your work on Aground?</b><br /><br />Some of my main inspirations are from Crusader of Centy on Sega developed by Atlus. It was supposed to be a rival to The Legend of Zelda on the Super Nintendo. <br /><br /><b>How do you stay motivated over the course of a longer (1 yr +) project like Aground?</b><br /><br />I stay motivated by taking some breaks away from a piece of music or sound design and working on something else. Breaks allow my ears to rest, and sometimes I objectively look at the bigger picture of what direction of the project is going in and what I believe is missing that will add some interesting elements. Also, having the community feedback and positive comments about Aground have been keeping me greatly motivated, especially when I receive shout-outs about the music. <br /><br /><br /><br /><b>What is your workflow like? How do you move from an idea to final in-game form?</b><br /><br />Some musical ideas I have had for Aground have come from melodies I have dreamed of. Some other sound ideas have come from mis-hearing a cool sound in a retro-game I was playing. For Aground I have a sound instrument pallete I made from the first theme “No Sky Limit” and “No Boundaries.” This is so I have some sound consistency for the soundtrack. Occasionally, I will add some new instruments in to fill out an idea I have (i.e. “Dance with Dragons”). After the new work session is made in my DAW (Digital Audio Workstation), I try to come up with a name and to do that, I read the game design document and/or play the game. Then, I begin fleshing out the ideas I had by coming up with a drum rhythm or deciding which instrument will carry the melody for the corresponding area for Aground. If I get stuck writing, I take a break or I play the game for a long time. I do not rush the creativity because if I am not feeling it, then the final result comes out half-done. I jump back and forth from the piano to the DAW to solidify my ideas. A lot of experimentation occurs, such as putting reverbs, delays and distortions on rhythmic patterns or instruments that I have not before. I tend to think of orchestration techniques with synths, so I will try doublings on some basses or stacking textures, entries and exits with the music; treating it as if it was a conversation but also extending a feeling. <br /><br />Two years ago, I adopted what I call the Alfred Hitchcock method. In an interview Alfred was asked about being the master of the unexpected. Part of his response was “They're saying to me ‘show us’ and ‘I know what's coming next’... and I say, ‘Do you?’ " Everytime I write music, I think about what I (and others) have done before too many times, and I go deliberately in a different direction. Some things do not change for the sake of form and project consistency. However, other things such as modulations, transitions, some chord progressions, melodic contour, orchestration, rests, time signatures and rhythmic patterns I do a little different every single time. When the composition is done, since I mostly mix while I write, I check the mix in Mono and do a little compression. Then, I monitor (mix check referencing) on other mediums such as headphones, phone speakers and car speakers. Lastly, I ask David, Natalie and Aaron for feedback. If it’s all good, I render the track, edit it for loop format and deliver it.<br /><br />For sound design the process is a bit different. I play around with a lot of musical intervals, plugin effects and sequences to achieve the sound effects. I think about the phrasing of the sound. I try to make the sound with my mouth and realize it in the DAW. Unless it is straightforward like swords, chainsaws and flesh sounds, then I layer and manipulate recorded sounds I have in a library or that I recorded myself and mix it altogether.<br /><span data-youtube="youtube-0fGUIvESAEI?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=0fGUIvESAEI"><img src="https://img.youtube.com/vi/0fGUIvESAEI/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br /><b>What is your favorite thing about working on this project?</b><br /><br />Having the community give their feedback so fast to the updates we release is my favorite thing about working on the project. As a team it allows us to see what works and what does not work. In addition, it allows us to grow and make more cool things that we believe the players will enjoy and come back to discover.<br /><br /><b>Bonus: what's the most adventurous or bravest thing you've ever done?</b><br /><br />I went kayaking in the ocean last year with my girlfriend. I had never been in the ocean or kayaking before. I was terrified but after 30 minutes I learned to like it.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/kf/2737mumskomg.gif" alt="" /><br /><br />-----------------------<br />You can learn more about Chase and listen to his work on <a rel="nofollow" href="http://chasebethea.com/">his website</a>, and follow him on <a rel="nofollow" href="https://twitter.com/chasebethea">twitter</a>!<br /><br />Missed the previous interviews? They're here:<br /><br />1: <a rel="nofollow" href="http://fancyfishgames.com/forums/discussion/289/aground-developer-interviews-part-one-new-ground-david">New Ground (David)</a><br />2: <a rel="nofollow" href="http://fancyfishgames.com/forums/discussion/294/aground-developer-interviews-part-two-pixel-perfect-aaron">Pixel Perfect (Aaron)</a><br /><br />Look forward to the fourth and final part of the interview series next time - Mincing Words (Natalie). See you then!<br /><img src="http://fancyfishgames.com/forums/uploads/editor/xw/pf2m2vuqadvg.gif" alt="" />]]>
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        <title>Aground Developer Interviews Part Two - Pixel Perfect (Aaron)</title>
        <link>https://fancyfishgames.com/forums/discussion/294/aground-developer-interviews-part-two-pixel-perfect-aaron</link>
        <pubDate>Tue, 24 Jul 2018 01:04:05 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>NatalieMaletz</dc:creator>
        <guid isPermaLink="false">294@/forums/discussions</guid>
        <description><![CDATA[<h1>Pixel Perfect</h1>
Welcome to the second installment of the <a rel="nofollow" href="http://fancyfishgames.com/Aground/">Aground </a>developer interview series! This week's interview features Aaron Norell, the pixel-pusher and animator extraordinaire for the project. Aaron is the Ontario based founder of <a rel="nofollow" href="http://www.snobox.net/">Snobox Studio</a>, and has been a professional artist for over twenty years.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/ak/udehs4jcby76.gif" alt="" /><br /><br /><b>Tell us about everything you do to bring Aground to life.</b><br /><br />I am responsible for designing and animating assets (game pieces, characters, buildings, vehicles, etc) for the game. I create concept art, either 2D sketches or pixel prototypes. Once they are approved and tested, I revise or finalize the designs, create finished pixel versions and add animations, if required.<br /><br />I also give creative input - we all brainstorm, discuss, offer opinions and ideas (to David, as Team lead/ Designer and Programmer, he has an overall idea/vision for the game as a whole, and he has final say on what makes it into the finished version) from game-play to characters to possible environments or plot/story elements.<br /><br />Also, Play-testing! My favorite. When David completes a new area or adds a new character/item, I am always excited to try it out.<br /><br /><b>What would you say to someone interested in making art for games?</b><br /><br />Make sure you have near-limitless drive and you LOVE what you do. Most of my experience is with freelance work, and it is often very difficult to find long lasting, good-paying work. Also, complete a post secondary, game-industry specific program, (I did not) to give you the best chances of success. If I could go back in time, I would definitely do so.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/my/netv1219ab31.gif" alt="" /><br /><br /><b>How do you stay motivated over the course of a longer (1 yr +) project like Aground?</b><br /><br />Because Aground has been so well received by players, I find it easy to stay motivated. I am very happy we decided to put out an incomplete version (demo) first. To have so much player feedback, and for it to also be so positive and to have people so excited to offer suggestions, is a perfect motivator to continue the project. It is a lot more difficult to stay focused for so long on something yet untested.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/mt/jt06wge364vu.gif" alt="" /><br /><br /><b>What are your inspirations for your work on Aground?</b><br /><br />Definitely early 1980’s style, Mario Bros, Dig-Dug, Zelda for SNES - old-school game mechanics and graphics.<br /><br /><b>What is your workflow like? How do you move from an idea to final in-game form?</b><br /><br />I usually start with a list of items/ideas from David, and create the sprites requested from that list. I create either a 2d drawing/sketch of my idea(s), or a pixel “prototype” and move on to the final version based on that design. The pixel concepts are usually faster/easier to produce, as I often use the actual work I did on the concept piece as part of the final product. The 2D sketches still require I make a pixel prototype and then move on from there. I need to be careful when I am drawing 2D concepts, with proportion, details, etc. - to make sure they will transform well into the limited pixel versions, for use in game.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/pm/afatv0xsj0wj.png" alt="" /><br /><br /><b>What is your favorite thing about working on this project?</b><br /><br />The team. We all work so well together, everyone is respectful and open to discussion and opinions/input and criticism. That sort of environment does wonders for workflow and creativity.<br /><br />I also happen to love making pixel sprites and animations. The challenge of creating such tiny graphics, from so few pixels, into so many recognizable things, is extremely fun, to me, and satisfying.<br /><br /><b>Bonus: what's the most adventurous or bravest thing you've ever done?</b><br /><br />Probably the most adventurous, I visited Japan for 3 months, it was amazing, the people, the culture, the food! The technology, and it was so clean!! I had a wonderful time, ate such fresh, healthy food and walked around so much in the warm weather, I lost 13 kilos (about 28 lbs)! I consider it a once in a lifetime experience for me, BUT… I would love to visit again, someday.<br /><br />---------------------------<br /><br />You can follow Aaron on his <a rel="nofollow" href="https://www.instagram.com/aron_ato/">Instagram </a>or <a rel="nofollow" href="https://twitter.com/Aron_Ato">Twitter </a>to see more of his awesome work!<br /><br />Missed last week's interview? Check it out here: <a rel="nofollow" href="http://fancyfishgames.com/forums/discussion/289/aground-developer-interviews-part-one-new-ground-david">New Ground (David)</a>.
<h1>Next Week: Sound Bytes (Chase)</h1>
Part 3 will feature Chase Bethea, the composer and sound designer for Aground! See you then!<br /><img src="http://fancyfishgames.com/forums/uploads/editor/sj/n2oxilde5pgu.gif" alt="" /><br />]]>
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        <title>Aground 1.2.0 &amp; Kickstarter over 100%!</title>
        <link>https://fancyfishgames.com/forums/discussion/279/aground-1-2-0-kickstarter-over-100</link>
        <pubDate>Mon, 26 Feb 2018 23:43:11 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>DavidMaletz</dc:creator>
        <guid isPermaLink="false">279@/forums/discussions</guid>
        <description><![CDATA[<div>The Magic Island is finally available! This is a major update about as big as the Sunset Haven (the science island), with many new features and ways to use magic!</div><div><br /></div><div>In other news, our <a rel="nofollow" href="https://www.kickstarter.com/projects/davidmaletz/aground">Kickstarter</a> is now over 100% funded! Thank you to everyone who backed! We're still hoping for some stretch goals (especially the multiplayer one which will add co-op multiplayer support), so check out the <a rel="nofollow" href="https://www.kickstarter.com/projects/davidmaletz/aground">Kickstarter page</a>, and if you don't have a credit card, you can now back via <a rel="nofollow" href="http://fancyfishgames.com/Aground/">PayPal on our website</a> and that will count towards the stretch goals too!</div><div><br /></div><div><img src="https://img.itch.zone/aW1nLzEwODM1MTkuZ2lm/original/9GH%2BL2.gif" alt="image" /><br /></div><div><br /></div><div>The full changelog is as follows:</div><div><br /></div><div><ul><li>Fly a Dragon! You can now fly your dragon (if you have one) to the eastern magic island that includes many new structures, items, quests and enemies! The majority of the changes this update are on this island.</li><li>New Magic Systems!&nbsp;Including more enchantment options and goggles that let you see hidden magic!</li></ul><div><img src="https://img.itch.zone/aW1nLzEwODM1MTIuZ2lm/original/OzaubQ.gif" alt="image" /><br /></div></div><div><ul><li>Armor Sprites&nbsp;- Armor will now appear on your player sprite when you equip it!</li><li>Updated cloud saves, they now work on older browsers that don't support CORS or have cookies disabled (should fix the problem where it always said Sync Failed for some players).</li><li>Various bugfixes and improvements, including shrinking item name size so it never overlaps the count.</li><li>For Modders and Translators:</li><li>Added [item=id default=default name]. If set, and the item doesn't have a name (like a renamed familiar), it will show default name instead of the item name (useful for conjugations or declensions).</li><li>NPCs now have operate, over, out, enter, exit blocks like structures. You'll now need to put the NPC actions in an &lt;operate&gt;&lt;/operate&gt; block.</li><li>Equipment behindPlayer parameter now defaults to true (add behindPlayer="false" to put the equipment on top of the player).</li><li>Item icons are now defined with icon="...", not tile="...".</li><li>Added extends parameter to many xml tags, that let you quickly make a slightly modified item or structure.</li></ul></div><div>&nbsp;</div><div>Now that the <a rel="nofollow" href="https://www.kickstarter.com/projects/davidmaletz/aground">Kickstarter</a> has reached 100%, we'll be working on finishing the entire first planet for release on Steam Early Access (and other platforms). We'll also continue to update the free version with bugfixes and improvements as we go. And from there - we'll be launching into space!</div><div><br /></div><div>Enjoy, and as always, let us know if you have any feedback!</div>]]>
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        <title>Aground Developer Interviews Part One - New Ground (David)</title>
        <link>https://fancyfishgames.com/forums/discussion/289/aground-developer-interviews-part-one-new-ground-david</link>
        <pubDate>Thu, 12 Jul 2018 02:08:50 +0000</pubDate>
        <category>Aground</category>
        <dc:creator>NatalieMaletz</dc:creator>
        <guid isPermaLink="false">289@/forums/discussions</guid>
        <description><![CDATA[Welcome to Part One of the Aground developer interview series! Ready to dive behind the scenes of Aground’s development and see how this 4-person indie team makes their magic? Let’s go!
<h1>New Ground</h1>
<img src="http://fancyfishgames.com/forums/uploads/editor/9i/vi41cux4c4jv.png" alt="" /><br /><br />Today’s interview features David Maletz, the lead developer, programmer and designer of Aground. An Arizona-based cat lover with two computer science degrees, he has been making games since middle school. He is the founder of <a rel="nofollow" href="http://fancyfishgames.com/">Fancy Fish Games</a>, which has released over a dozen games of all shapes and sizes. His online alias is terra0nova, meaning “new earth” - and making fascinating new worlds within games is what he enjoys most.<br /><br /><b>What do you do? Give us the details of your role and responsibilities, and everything you do to bring Aground to life.</b><br /><br />My main roles are programmer and designer, but as is common with small indie developers, I wear a lot of hats and do a little of everything (except art and music... you don't want to see my art). As the designer I came up with the original idea and feature lists, and I plan new updates and what assets are needed for them (including taking suggestions from the community for what should come next and designing out the islands, items, monsters and loot). As a programmer, I implement all those features and integrate all the art and music and story into the game. I also coded the game engine basically from scratch (because I'm crazy like that). I'm also responsible for tasks like self-publishing the game, managing the communities that have sprung up around the game, plus some outlining and writing for the story, and sometimes marketing (but that's definitely not my forte).<br /><img src="http://fancyfishgames.com/forums/uploads/editor/do/1b6ae191vu6y.gif" alt="" /><br /><br /><b>What would you say to someone interested in entering the game programming or game design fields?</b><br /><br />The best way to learn how to make games is to make games. Participate in game jams or the <a rel="nofollow" href="http://www.onegameamonth.com/">one game a month challenge</a>, design games that you think can be made in a few days, and get experience not only designing and programming a game, but actually finishing games (and what it takes to really go from nothing to release). If you really want to start with your epic 10 year MMO idea, try turning the idea into a small, one month proof of concept that boils the game down to its simplest form, and see if it's fun. If the core of the game isn't fun, chances are no matter how much you add to it, it still won't be fun.<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/07/bihusuuu3z8l.png" alt="" /><br /><br /><br /><b>How do you stay motivated over the course of a longer (1 yr +) project like Aground?</b><br /><br />That's a tricky question... it's easy to stay excited and motivated during a short project (like a game jam), but it's impossible to stay 100% motivated and excited on a project that takes several months or even years. My best advice is to break the project into small chunks, each chunk taking a month, tops. That way, you're never overwhelmed, and you’ll get that feeling of accomplishment with each chunk you complete. For example, Aground is broken up into updates, where each update has its own development cycle (from design to release).<br /><br /><b>What are your inspirations for your work on Aground?</b><br /><br />My main inspiration came from the text-based idle game "<a rel="nofollow" href="http://adarkroom.doublespeakgames.com/">A Dark Room</a>" - I wanted to emulate that feeling of wonder when something new you didn't expect unlocks, and you never know what will come next. But I'm not a huge fan of idle games, so I wanted to give Aground more gameplay elements (and graphics). I also took a lot of inspiration from sandbox games like Minecraft, Starbound and Utopian Mining. I loved that you could move straight up in Utopian Mining so I blatantly copied that. I'm not very skilled at platformers, and I remember many times just being frustrated in these types of games because I was stuck deep down and couldn't get back to the surface.<br /><br />Finally, I took inspiration from many different RPGs, like Stardew Valley and Pokemon (okay, Aground has very little in common with Pokemon other than the enemy capture system, but I like Pokemon a lot). I definitely wanted the game to have a strong story and progression (which was one of my main themes for the game), as while true sandbox gameplay can be fun for a while, I often get bored when there's nothing in particular I need to do and I already tinkered around with what's possible in the system. I want to know why I'm mining or gathering resources - what's it all for?<br /><br /><img src="http://fancyfishgames.com/forums/uploads/editor/v7/tixkc9j9i3lp.gif" alt="" /><br /><br /><b>What is your workflow like? How do you move from an idea to final in-game form?</b><br /><br />For programming, I typically break the new ideas into a list of required features and changes to the game, then order them in terms of priority. I then work my way through the list, tackling one piece at a time until the list empties. Sometimes I have to break bigger features/ideas into smaller chunks that I can implement. Every piece should be completable in a day max, since I never like having a piece unfinished at the end of my work day, as that breaks the flow. After the implementation is done, I usually do many tests around the new piece to make sure it works as expected - although sometimes a bug slips through, especially if it breaks something that has nothing to do with the feature I just added.<br /><br /><b>What is your favorite thing about working on this project?</b><br /><br />The flexibility of the project. While I had a basic feature list and overview of where I wanted the game and its story to go at the beginning, unlike all of my previous projects, I didn't plan out many of the details. This allows us to change plans for future areas of the game easily, based on feedback or what we saw worked or didn't work while playing the current sections. This allows a lot of freedom and brainstorming about the game and also keeps it fresh and exciting, as even I don't know exactly what will come next until it comes.<br /><br /><b>Bonus Question: What is the most adventurous or bravest thing you have ever done?</b><br /><br />Honestly I'm not very brave or adventurous. Sometimes I decide to walk down paths I've never gone before... and I also learned to like brussel sprouts... yeah, I got nothing. But, maybe making games and working with people I've never met over the internet is pretty adventurous in itself.<br />______________________<br /><br />You can read more about David's adventures in game development on <a rel="nofollow" href="http://david.fancyfishgames.com/">his blog</a>, or follow him on <a rel="nofollow" href="https://twitter.com/DavidMaletz">twitter</a>!
<h1>Part Two - Pixel Perfect</h1>
Part two of the interview series, coming next week, will feature Aaron Norell, the artist and animator for Aground. Look forward to it!<br /><img src="http://fancyfishgames.com/forums/uploads/editor/kk/w5dfsm8rfsib.gif" alt="" /><br />]]>
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