The third video in our new Vashta Entertainment Behind The Scenes series. Learn about general combat in Harvested.
Two weeks ago full-time development on Harvested continued. As we work towards TooManyGames at the end of June we are focusing on improving the user experience to be as fluid as possible. One of the most visible changes … Continued
Thank you everyone who played our game at the MAGFest Indie Videogame Showcase – we had a wonderful time showing it and we really appreciated your feedback. We’ve fixed many of the bugs you pointed out to us and have … Continued
For the last several weeks development has been heavily focused on improving enemy mechanics. Most notably, we have added our first healing unit, the Multis Shaman, and introduced battalions. Shamans save enemy units from falling victims to attrition … Continued
Sorry we’ve been quiet for a few weeks – a few (big) things have been going on in the background and we wanted to wait to announce them until we were ready to talk about them. Now, that time has … Continued
As we prepare for our (hopefully soon) Mac/Linux test, I’ve stepped back from adding features and focused more on optimizations. The most notable optimization is the shadow system. All non-moving objects on the map are now assigned to chunks, which … Continued
With Chapter 1 of the campaign complete, we’ve shifted our focus to improving game mechanics and adding a few features we’ve been putting off for a while. First of all, we finally finished the artwork for our second biome: snow. … Continued
We’ve just released our second public test – here is what to expect, as well as what we need from you. It’s been a month and a half since our last test, and a lot has changed since then. Many of these … Continued