On the 12th of September, Unity (the engine we use to make TaleSpire) announced that they'd soon be taking a fee from developers for every copy of the game installed over a certain threshold - regardless of how that copy was obtained, and despite them having no reliable way to ascertain the number of installs.This is our...
Just a little patch for you today. We have:Fixed a bug in Symbiotes that was causing input issues for some folks.Made some improvements to how TaleSpire handles server maintenance.The Mac release took it out of us for a moment there, but work is going well behind the scenes.See you in the next release!Steam BUILD-ID: 121...
This post is about releasing for Mac
We were ready dammit. We had done all the stuff. The build was signed and tested. We had been open about goals and limitations, and we were counting down the minutes to release time.
We. Were. Ready.
Take a look at this:
Now, obviously, we all know from the title that so...
Hi folks.
Tomorrow at 11:00 a.m. UTC, we will be undertaking a significant upgrade of our backend infrastructure. This will be our biggest one for a long time, so we are scheduling four hours for the maintenance.
Click here to see the time in your timezone
As mentioned, this is a big one for us. Behind the scenes, we’...
🎉 It's finally out 🎉If you would like a Mac-specific getting started guide, you can find that right here: https://talespire.com/playing-the-talespire-early-access-on-macOr, if you want to jump right in, here is the Steam link: https://store.steampowered.com/app/720620/TaleSpire/Have fun folks!
Well, we are nearly there. Depending on where you are, we are shipping Mac support today or tomorrow. I’ve just signed a release candidate build and have it primed on our pre-release Steam branch.
Here’s a fun shot from our recent testing. TaleSpire running on Windows, Mac, and Linux, side-by-side and in the same board....
Greetings once again!Today we have a new update containing a Monster Mash and a revamped version of Dungeon01, which we've renamed Dungeon Cellar. The Cellar has been toned down on the "fluorescent yellow/green" and beefed up with more polygons, giving it more of a physical look. These changes need to be felt, so be sure...
Hey folks!The title says it all, we are shipping an official Mac version of TaleSpire seven days from now, on the 24th of August.With that release, it will be possible to play TaleSpire on Windows, Mac, and Linux[0]. Naturally, Symbiotes, and the other modding features coming in the next few months, work across all three...
In this update, we have a fix and a feature.Let's start with that feature. GMs can now right-click on rulers made by other players and turn them into AOEs.We have also fixed a bug where switching back to the TaleSpire window could cause 'jumping' due to inputs that occurred while TaleSpire wasn't focused. Thanks to all t...
Heya folks,
I’m still around and still pushing toward the macOS release. The last big technical hurdle before we can release is the digital equivalent of paperwork we must do for Apple to allow the game to run.
On Windows and Linux, you can (pretty much) just download programs and use them. Not so on Mac[0]. Apple ...
In this way, overdue update, we're featuring more of the assets from our "Help Design" Tier on Kickstarter. It's been so much fun continuing to work with "Help Design" Tier backers to get their props in-game. Thanks again for making it such a blast to work on these.Here is the patch content, along with some screenshots f...
It really has been a while since my last log, hasn't it?Much of what I did recently, you already know about: Symbiotes. The release was a huge deal, and it's incredibly cool (and slightly frightening) to see people digging deep into the API and documentation details! The release was a huge success with only a few bugs in...
Today's update brings a new feature to Symbiotes and a bunch of asset fixes. It contains:Fixes for various typos in tags and asset names.Fixed asset thumbnails for Moorgoth floor tiles, which previously didn't match the actual asset.A fix for the cases where "{thing}" appeared instead of a readable name when players requ...
The macOS progress keeps on coming.
Yesterday I was working on a bug in our macOS build process.
It manifested as a problem with one of the library bundles used by the game. It would work perfectly when I cross-built it from my Windows machine, but not when it came from our build server.
I took the server build ...
Heya folks. I've narrowed the macOS issue down to something happening to the library we use for the Symbiotes web view.The library itself seems to be innocent, however. My current assumption is that our build process accidentally does *something* to the library that stops it from loading. The good part, of course, is tha...
Heya folks!
Coding days like yesterday are great. Issues are clear and don’t get weird when prodded, and fixing them is smooth.
I fixed up a bug around the positioning of bookmark names, font issues on Mac, some bugs on scene transition, and a mistake in our Mac build process.
Today my focus is on the Mac builds produ...
The goal of this patch was to fix a bunch of tiny issues, but we snuck a bigger fix in there too.
Fix help text for AOEs as it included info only relevant to rulers.
Disable creature keyboard movement for players when in cutscene mode.
Allow scrolling over board bookmark items.
When using the rename keybinding, c...
What the hell. Days go too fast. Alright, let’s get caught up.We are getting the Mac build ready. Testing got delayed by several days because the delivery of the m2 Mac mini took longer than quoted. That was disappointing, but eh, it happens. It was also a good opportunity to work on some bugs.We’ll have a patch out toda...
Hey folks,
As the macOS build is rapidly approaching being shippable[0], I decided to spend the day looking back into how Steam handles multiplatform releases.
I set up the requisite depots and, after a bit of poking around, got the build script how I’d like it. That let me do a manual push, and so now we have:
Of c...
Heya folks!
Today I come with a screenshot.
That screenshot shows the macOS build working without errors. This is great news in that we are again one more step toward shipping this blighter.
The tradeoff is that, for the first release, we (bouncyrock) will need to build the assets separately for Windows and Mac. Tha...