Thank you for 2020
2020 has been hard in many ways, but because of you, it has been one of our best.
From the bottom of our hearts, we’d like to thank you for believing in us.
Devlog #27 - Testing 1, 2, 3…
We spent the first couple of days in November finishing up a build for our publisher’s QA department to start breaking. They’ll be able to help us find all the different ways you can break Snacko. Since it’s so early on, we’re expecting tons of bugs. Fun.
Devlog #26 - Fall Cleanse
Meowllo everyone! Happy spooky season! As the end of the year draws closer, the more we - the devs - are freaking out. We did something this month we haven’t for years…we took a break!
Devlog #25 - Pleased to Meowt You
What does tying everything together mean? So far, Snacko has a staggering amount of stuff. Furniture you can place, objects you can dye, NPCs you can talk to, seeds you can plant…all of it is working, but they all work in sort of a sandbox type way.
Devlog #24 - You Can Read It From Space
We often post work-in-progress shots of Snacko on our Twitter, and it was one fateful night of 1AM Twitter scrolling with my phone on night mode that I realized - “oh, it’s hard to read the dialogue text”.
Devlog #23 - The Path to Success is Sloped
Meowllo everyone! It’s time for the monthly devlog! Does it feel like August? This year is weird, isn’t it? It’s simultaneously long and short at the same time. We’re over halfway done 2020, and we’ve been working harder than ever on Snacko.
Devlog #22 | Extra Big Month
This month was quite hefty, including a fully funded Kickstarter! Wow!! Thank you for all your support - we really appreciate it. The campaign took a bit of time out of our regular schedule, but we were still able to make good progress! This devlog is going to be a long one…
Devlog #21 | Big Month!
We can finally talk about the ranching now that Wholesome Direct is over! So far, we've added chickens and cows that you can keep in your barn and get resources from.
Snacko Kickstarter Now Live!
Meowllo everyone! We have two big announcements today! The first one is: our Kickstarter campaign for Snacko is live right meow!
Devlog #20 | New Friends
There are a lot of new friends this month and fun new additions. Sadly, we can't show all of them yet...but don't worry, you'll be able to see some new, exciting stuff in May via the Wholesome Direct!
Devlog #19 | Picking it up
March felt extremely long - due to a myriad of things ranging from the state of the world to the variety of work we tackled this month. Let's just get straight into it!
Devlog #18 | Say Cheese!
We have some really fun features and systems coming up! We kind of added this last second, but we think it's going to be fun.
Devlog #17 | New Year New Map
It's the start of a new decade, and what better way to star with 2020 than redoing the whole map! Again! if you're no stranger to Snacko devlogs, you're also no stranger to map remakes.
Devlog #16 | 2019 In Review
It's been a very fulfilling and busy year for us at Bluecurse Studios! The road was rocky and a little tough, but we did it! While we're excited for the new year, it's time to cover a little bit of what went on in December and take a short trip down memory lane.
Thank You 2019
Snacko had an amazing year thanks to you. This year, we were able to start full-time development, push out our first pre-alpha build, and make big and exciting changes to the game
Devlog #15 | Alpha 0.2.X
November has been a wild month! The love and support Snacko receives never ceases to warm our hearts and make our day.
Devlog #14 | Adding some personality
This month is a hefty one! As we near the end of November, we also near the next update to our pre-alpha! You may have watched the video update on our YouTube channel
Snacko Awarded Epic MegaGrant!
Snacko uses Unreal Engine 4, a free-to-use game engine made by Epic Games. Part of their program to help developers, educators, and other people who use UE4 is a fund dedicated to people like us.
Dev Diaries #2 | Things we wish we knew
We did make a lot of oopsies and less efficient choices throughout the development, but we picked our top 7 that had the most impact.
Devlog #13 | Everything's starting to come together...?
Since it was our first full month of full-time development, there's a lot of stuff. I've tried to condense it down to the most exciting things, since a good week of September was spent fixing broken things and smoothing over bugs.