Fairwind Isle 2.0 - The Multiplayer Update!


Ahoy there friends!

We’re happy to announce the release of the 2.0 update for Fairwind Isle!

The 2.0 Update is packed to the brim with new and improved features and mechanics, with a huge number of changes, balances, fixes and more.

First and foremost, we’d like to present the most important new feature in this update…


Multiplayer is Here!

The biggest addition in this update is the arrival of multiplayer! You can now explore, build, and more alongside your friends in real time.

Whether you’re working together to craft the best town or just causing a little chaos, your island is now a shared adventure.

To play with your friends - just start a new game (or load into an existing save) and give them your “Join Code” from the settings menu (the ESC key). Players can then enter this code in the “Join Game” menu and jump right in.

We’ve worked hard to make the multiplayer experience as smooth and seamless as possible - and while this is just the first iteration, we’re happy to see what sort of shenanigans that our players can get up to!

Alongside the added multiplayer - there is now a text chat feature in the game, allowing players to communicate without the need for an external platform.


New Save System

Another huge improvement we have made to the game is the all new Save System, which now allows for multiple save files - for you and your friends!

New save files can be made from the Main Menu, allowing the ability to start again or seperate worlds for different purposes without the need to move around files.

Please note that any existing saves from the original Save System will automatically upgrade to the new system when the game is opened - so there’s no need to worry about losing your progress!


Overhauls

In this update, we’ve also gone over a number of the interactions in the game and added some love to make them feel more interactive and impactful.

Each form of crafting now has it’s own unique sound, and the whole process should be a little smoother thanks to some rebalanced early-game recipes.

Almost every interactable - such as trees, fishing spots and overgrowths now all have subtle new changes to make them more satisfying to engage with.

We’ve also taken a pass over the visual environment of the island - fixing numerous visual issues such as incorrect colliders, gaps in the terrain or missing props - as well as an entirely new grass rendering system that should improve the visual quality of the game whilst maintaining good performance.

Coming along with these changes is an overhaul of the ambience system - including several new and adjusted ambient affects, as well as a few that have been given a bit more attention (we kindly asked the wind spirits to quiet down a little!)

We hope all of these changes will make the world feel a little more alive, and a bunch more fun to engage with.


Gameplay Adjustments

Something we’ve wanted to give a bit more attention to is the general flow and progression of the game - as there were a number of pain points that could make it difficult to progress due to bad luck or certain recipes not being made available from the boat.

The most important part of these changes was to establish a better early-game path to creating higher value food and more impactful island parts.

Namely, many of the early game recipes have been adjusted to be item agnostic, instead being crafted with an item type, rather than a specific item. This should result in players having an easier time being able to get income early on.

We’ve also added a few new recipes targeted at the early game to bulk out the “cheaper and easy to make” recipes that should serve as the bulk of a player’s income from the tavern.

Alongside these recipe tweaks and changes - there have been several itemisation changes to gathering, with several drops being adjusted to make certain items easier to obtain, and some items intended to be a bit more rare having their drop rate adjusted to reflect that rarity.

Several new gatherable items and recipes have been added to make it easier to access certain recipe types without the need for expensive structures like a barn - namely two types of mushrooms that can serve as a stand-in for either a vegetable or meat in a recipe, and the ability to process Coconuts into a dairy substitute.

We’ve also completely redone the recipe tree for Sugar, and sugar based items as the original method of sugar cane was a bit too difficult to reliably discover and process. Sugar is now obtained from Sugarbeets, which can be farmed like any other crop, and are obtainable from overgrowths.

Alongside these changes are a bunch more minor tweaks, adjustments and fixes that should hopefully improve the gameplay experience and make for a smoother progression towards a bustling, popular island!


Quality-of-Life Changes

As always, we want to focus on maximizing the amount of fun in a play session, while reducing things that might disrupt flow or feel clunky.

These sorts of quality of life improvements are a huge goal for us as indie developers - as unfortunately these type of quality issues tend to plague indie games.

Firstly, we’ve taken a look at the in-world and onscreen text that could be difficult to see in certain situations, and updated them to a more legible, clear font. A number of the UI parts have also had a pass for clarity - making the text larger and more clear, as well as more descriptive.

We’ve also given the inventory a bit of love - and it is now possible to transfer bulk amounts when placing items inside storage such as a chest or crate - allowing you to quickly deposity resources without the need for excessive clicking.

To go along with the new bulk transfer feature - we’ve added a new line of “Magic Storage” (which can be identified by their description), which can be used to craft items from anywhere using the contents of the container. This should help players craft, cook and smith more easily, without the need to run back and fourth to their storage.

We’ve also made some changes to the build mode - making the targeting a bit more accurate and less prone to errors, as well as adding the ability to manually toggle snapping for items that default to freeform placement, making it easier to build neat and orderly areas!

Finally, we’ve also added the ability to jump!

Our Island owners have finally discovered the Y Axis, and now have the ability to jump over pesky props and bothersome blockades, allowing for easier movement around the island.


We hope these changes will make the game a more enjoyable experience for all players, as well as allowing everyone to share their creations with each other and offer new experiences.

We hope that this update will be just the beginning of many exciting improvements to come. As always, we greatly appreciate your feedback, so jump in, explore the new features, and please let us know what you think.


Patch Notes

New Features

  • Multiplayer is now available! Team up with friends and build together.
  • New Save System: Multiple save files are now supported.
  • Discord Integration: Show your in-game status while playing.
  • Jumping has been added!
  • Inventory improvements: Transfer 1, 10, or all items in a stack to storage.
  • Magic Chests now function correctly, allowing crafting from stored items.
  • Chat Commands have been added, including /stuck, /respawn and /die.

Changes & Improvements

  • Updated island edge textures for better clarity.
  • Loading screen has been refreshed.
  • Improved font clarity for pop-ups and context labels.
  • Resource spawner logic adjusted to prevent instant respawns.
  • Increased ambient effect variety and frequency.
  • Adjusted environmental sounds (wind/storms) to be less harsh.
  • New interaction effects when interacting with certain objects.
  • Unique sound effects added for smithing and cooking.
  • NPCs now play an effect when entering a tavern.
  • Manual grid-snapping toggle added for building.
  • Grass textures and rendering upgraded.
  • New visitor animations for taverns.
  • Improved texture streaming and memory usage for characters and world objects.
  • Item and recipe values adjusted for better balance.
  • Five new food items added.
  • Recipe adjustments to allow for alternative ingredients.
  • Sugarcane replaced with Sugarbeets, which can now be grown or harvested.
  • Trees no longer spawn stumps if they are less than half grown.
  • Duplicate recipes for the same item now show their source.

Bug Fixes

  • Fixed missing colliders on sandy rocks near the dock.
  • Fixed missing belt on the female player model.
  • Fixed sun shadow settings not respecting quality settings.
  • Fixed NPC pathing bugs, preventing them from walking through barriers.
  • Fixed “Fertile Soil” talent incorrectly watering when it shouldn’t.
  • Fixed “Energetic” talent sometimes activating without being learned.
  • Fixed Eggplant seeds getting stuck in the wrong growth state.
  • Fixed incorrect crop prefabs when harvesting.
  • Fixed a spelling mistake in the item description of Prawns.
  • Fixed certain items not dropping as intended.
  • Fixed terrain holes and missing sections around map edges.
  • Fixed crafting recipe slot overflow for long names.
  • Fixed higher-level chest recipes producing incorrect items.
  • Fixed a number of furniture items that would incorrectly save as another item.
  • Fixed Well recipe bug, making it usable again.
  • Fixed volume settings not applying correctly in some situations.
  • Fixed several items with incorrect spawn rarities.
  • Fixed a number of textures that were the wrong size.
  • Fixed several early game recipes that used the wrong items.

Files

Fairwind Isle (Windows) 908 MB
Version 4 35 days ago

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been looking forward to this! good job guys :3