It’s been a really wild last couple weeks. We’re so thankful to all the people who have bought the game, streamed and made videos of it, told their friends about it, made fan art, and participated in the community!
We weren’t sure whether Ooblets would live up to expectations, so we were very glad to see how warmly it was received. It’s been a difficult year leading up to this, but the positive response has made us incredibly happy.
We’ve been frantically busy fixing and improving things (our changelog has over 110 items since launch) and we just added a system to deposit excess ooblets you might have acquired (see the sign near the Wildlands).
The new updates with ooblet re-homing should be live on both Xbox and Epic now. There are a lot of bugs we still need to fix but hopefully we can find some time to start adding in more content soon, too!
Continue to see our changelogs since launch:
Buy it on the Epic Games Store (PC) or Xbox!
Ooblets is our lil studio’s first game release, and we’re really excited to have people finally play it. Developing Ooblets has been our lives for the past 4 years, and it’s been a pretty wild ride full of major ups and downs.
There’s still a long way to go to take it from early access to 1.0, so I hope you’ll all join us for the journey.
We want to profoundly thank all the folks who made Ooblets possible, from those who have contributed their incredible work on the game to all the friends and fans who have supported us over the years. We couldn’t have done all this without you.
We’re probably going to be inundated with a lot of stuff for a while, so please bear with us if we can’t respond to everything immediately.
For support, bug-reporting, or just friendly chat, join our Discord: discord.gg/ooblets
So excited to finally announce our early access release date: 🎉
🌟🍄 JULY 15th! 2020! 🍄🌟
That’s so soon!
It’s been a very long road but it’s finally coming together, and we’re really glad to have all of you along with us. There’s still a lot ahead as we work towards 1.0, but we’re very excited to hit this milestone.
See you all in Badgetown soon!
You might notice that at the end of the trailer it says we’re launching this summer, and it’s currently this summer… so expect some more specific announcements very soon!
We were really thankful to be invited to participate in the first ever Wholesome Direct last month, so we made a whole new trailer for it. Watch it above! The whole event was a huge success and showed off a lot of amazing games.
On top of that, we just made ANOTHER trailer for the PC Gaming Show that we’ll be debuting on June 13th. We worked really hard on it so we hope you watch the show live at 11am PT.
As we prophesied last month, this devlog doesn’t have too much juicy stuff to report since we’re deep into bug fixing mode and preparing for certification.
That said… we finally added in a map for Badgetown and we’re really happy with how it turned out so we wanted to share it with you all.
This past month has been a little difficult with everything going on in the world, but we still managed to get a lot done and we’re a lot closer to the finish line.
Since there’s not much else going on in the world these days, let’s talk about Ooblets!
This month was pretty busy for us as we finalized Mamoonia and all its associated content, added in some features we’d been putting off, fixed up a bunch of our cutscenes and quest sequences, and checked if everything was working.
First devlog of 2020!!!
I don’t want to get you excited, but ¡GET EXCITED! because 2020 is the YEAR OF THE OOB. It’s been foretold in the prophecies/milestone calendar. That’s really all I can say about that right now so feel free to draw all sorts of wild conclusions.
So what’d we get up to in January huh??
It’s been a really weird year full of huge ups and downs for us. We weren’t expecting it, but we’ve been on the receiving end of some of the worst and some of the best of humanity while we were in our pajamas trying to make a goofy little video game.
The outpouring of kindness and support we’ve received has meant more to us than anyone can probably imagine. We’re so lucky to have such caring and friendly fans, and the negative attention from the usual corners of the internet really just highlighted that.
On the development side, everything is going really well. This year we got to a point where we could tie all our disparate wacky systems together and play with how they get along. From that starting point, we’ve been massaging everything into a cohesive, hopefully fun game by building up weaker systems, removing tangential stuff, and letting ourselves sometimes add a couple new systems (only where totally absolutely necessary of course…).