avatar

Job Openings

Hi everyone,

I mentioned in my last post that I’ll be forming a small team to help me continue expanding and maintaining Stardew Valley. To start, I’m looking for some programmers, but I’ll be posting some more positions soon. Links to the official job postings can be found below, and I’ll update them with the new ones when they’re available:

 

No current postings… more coming soon!

 

I appreciate everyone taking their time to apply!

Thanks & Happy New Year

-Ape

Comments »
avatar

What’s In Store For Stardew Valley

Hi everyone,

 

First, a quick reminder:

A few weeks ago I announced that I’ll be self-publishing Stardew Valley on most platforms (everywhere except Nintendo Switch and mobile). Today, that transition takes effect.

So, as of today, for PC, Mac, Linux, XBox One, Playstation 4, and PS Vita, if you have any questions, comments, or business inquiries, please send them directly to me. I now bear 100% of the responsibility for these platforms!

 

Now, I’d like to tell you guys what I’m up to, and what’s in store for the future of Stardew Valley.

 

As many of you know, I’ve been working on a new game for a while. I haven’t revealed anything about it, except that it takes place in the same universe as Stardew Valley. I’ve been deliberately secretive about it because I want to be able to work on it without any pressure for the time being. I also want to make sure the concept is fully realized before revealing anything, because once it’s out there, I’m going to have to fully commit to it. I’m a pretty cautious person when it comes to this sort of thing.

 

Now, I believe I’ve said in the past that I wanted to devote all my time to the new game, and I might not work on any new Stardew Valley content. Well, that’s not exactly true. While there have been times in the past where I felt burnt out, and maybe even said that I wanted to move on, I always find myself coming back to Stardew Valley. For one, I keep getting new ideas for ways to improve and expand upon the game. This world is so full of potential, I could probably work on it for the rest of my life. There’s also such a wonderful community surrounding the game… and I like making you guys happy. I’m extremely grateful to all of you for supporting my work and creating this wonderful Stardew Valley community.  I wouldn’t be where I am today without you. And knowing that there’s still tons of people out there who love the game and would be extremely happy to get new content motivates me to keep working.

 

In short, what I’m saying is that I am going to keep making new content for Stardew Valley. In fact, I’ve recently put my other game on the back-burner and have been in the process of creating a new free content update.

 

French, Korean, Italian, and Turkish translations are also underway, though they may not come out until early next year.

 

I’m aware that saying “I’m working on new content” might be aggravating to those on consoles who don’t have the 1.3 update yet… Or to those on Switch who are experiencing frame rate issues in the new patch. I also haven’t forgotten about the PS Vita users, some of whom have reported bugs to me. It’s very important to me that I make good on my promises… the idea of expanding further while there are still lingering issues and unmet promises disturbs me, and isn’t something I want to be doing.

So I want to make it clear that these issues are my top priority, and if there’s ever anything I can do to help these things happen more quickly, it takes precedence over any new content… however, I don’t do those ports myself, they are done by Sickhead Games, so there’s nothing I can personally do to have an effect on that process, beyond setting it into motion (Sickhead Games does great work, by the way…  and they are making very fast progress on the console updates). I am also doing what I can to see the issues with Switch multiplayer get fixed, but that is also not something I can directly accomplish. So when I do work on new content, it’s only when I have no current avenue for addressing these higher priority issues.

 

So, currently I’m working on a new Stardew Valley update, and my new game is on hold for the time being. The difficult thing is that I want to work on both… I want to keep working on Stardew Valley and I also want to work on my new game. But I don’t have enough time to accomplish my goals with both things simultaneously. For a while, I considered being finished with Stardew Valley altogether. But that would make me (and many others) sad. So I’ve decided that I’m going to form a team to help me work on future Stardew Valley content. The update I’m working on right now (1.4) will be another solo update, but after that I hope to have a team in place that I can work closely with on future content.

 

This is going to be a big change for me… I’ve always worked alone, and working with a team is a whole new ballgame. However, just as I did with Stardew Valley originally, I’m just gonna go for it, and have faith that I can rise to the occasion and make it work. My hope is that the new team will help take some of the workload off me, so I have enough breathing room to divide my time between my new game and Stardew Valley. I still plan on having a very active role in the future of Stardew Valley, and the originator of all major Stardew Valley decisions and content. And there are many aspects of development which I’ll never be okay with handing over to another, like music or writing. But when it comes to programming, fixing bugs, administrative/business work, or even pixel art… I think I’d be okay with having some help. I’ll post more about this later.

 

This is a lot of new info, so here’s a summary:

  • My top priority is to see the 1.3 multiplayer update come to Xbox One & Playstation 4, and for issues with the Switch patch to be addressed.
  • I am working on a new game, but I’ve put it on hold in order to create a new Stardew Valley update (1.4).
  • French, Korean, Italian, and Turkish translations are in the works, though they may not come out until early next year.
  • I plan on forming a team to help me work on new Stardew Valley content (beyond 1.4)
  • Once the team is in place, I’ll divide my time between Stardew Valley and my new game.
  • I am now self-publishing on all platforms except Nintendo Switch and mobile.

Thanks so much for reading and have a great weekend

-Ape

 

 

Comments »

Hi Everyone,

I’m happy to announce that the 1.3 Multiplayer Update will be coming to Nintendo Switch this week,

on Wednesday the 12th of December.

It will be available across the North American, European, and Japanese Nintendo eShop regions.

A big thanks goes out to Tom Coxon from Chucklefish, who developed the multiplayer netcode which made this update possible. Also, a big thanks to Sickhead Games for porting it to Nintendo Switch!

I know that many of you have been looking forward to this update, so here’s a quick reminder of what you can expect:

Support for up to 4-player online co-op.
You can invite 1-3 friends to join you in the valley, either starting from scratch or diving in from an existing single player save. Each player will have their own Cabin on the farm, and you’ll be able to work together to achieve common goals such as farming, mining, fishing, foraging and festival participation!

The state of the Stardew Valley game world, including the main storyline, is shared between all players on the farm, as well as the pool of money you accumulate. However, each player will have their own private inventories, skills, achievements, collections, individual relationships, quests, and crafting/cooking recipes. As more hands are better than one, you may wish to change the difficulty level of your collective farm, which you can achieve by scaling the profit margins.In terms of marriage, players can choose to woo the eligible folks of Pelican Town, or craft a wedding ring to propose to a fellow player. If the other player accepts the ring, the couple becomes engaged!

Nintendo Switch features:

On Nintendo Switch you’ll be able to communicate with others on your farm using the Switch online voice chat or the new chat box feature with colored text and nearly 200 custom Stardew Valley emojis.

You can also play together via local communications play, meaning that 2-4 switch consoles can connect & play together over a short distance without the need for a Nintendo Switch Online account.

Single Player Content:

While the new 1.3 single player content has now been available on PC for a little while now, I’ll keep things vague to avoid spoilers for anyone who hasn’t come across them yet.

  • For 3 days in Winter you’ll be able to visit a traveling festival called the Night Market, which will visit Pelican Town. Here farmers can come and go as they please to purchase unique items, enjoy live entertainment and more!
  • There are now new character events to encounter, including some secret events triggered by certain conditions… Some of these even grant you permanent bonuses.
  • In Winter, farmers may encounter a strange event which activates a new ‘secret’ type of collection, leading to a new adventure and greater knowledge…
  • Your horse can now wear hats and Signs are now craftable items, available to you from the beginning of the game.
  • Much more to be discovered!

multiplayer screenshot

Next up is the PS4 and Xbox One Multiplayer updates, which is my top priority. I’m working with Sickhead Games to get these to you as soon as possible… I really appreciate your patience.

After the Switch update has launched, I’ll have more to share with you very soon…

Hope you’re having a nice holiday season & thanks for reading!

-ConcernedApe

Comments »
avatar

Move to Self-Publishing starting December 14th

Hi everyone,

I’ve got a pretty big announcement today.

Starting December 14th, I’ll begin self-publishing Stardew Valley on PC, XBOX, PS4, and PSVITA. On those platforms, I (ConcernedApe) will be both publisher and developer. However, Chucklefish will remain publisher on Nintendo Switch and Mobile platforms.

When I first released Stardew Valley, I was a complete novice to the video game industry. Chucklefish, as my publisher, oversaw the distribution, console ports and translations of the game. They set up the official wiki and helped me redesign the website, to great effect. And of course,Tom Coxon did amazing work adding network code to the game, making multiplayer a reality.

But I’m at a point now where I’m ready to move forward on my own. I think self-publishing is the dream of most indie developers, and I’m happy to be in a place where that’s possible!

Expect some more announcements concerning the future of Stardew Valley soon… stay tuned!

-Ape

***

From Chucklefish:

We are proud to be part of the Stardew Valley story and wish ConcernedApe every success with his new self-publishing venture. We will carry on working closely together and are particularly excited to be continuing to publish the versions of Stardew Valley for Nintendo Switch and Mobile, including the upcoming Switch Multiplayer update (in submission now) and new Android version which we know many of you are looking forward to! – Chucklefish

Comments »
avatar

1.3.32 — Small Patch Released On PC Today

Hey everyone, a patch just went live on PC… mostly bug-fixes, with a few minor changes.
Changes since 1.3.28
  • Experimental optimisations.
  • Added more ways for the host to unpause the server (by pressing ESC, B, Back).
  • Added alternative way to show the chat box (press right stick button on a controller).
  • Added internal changes for modders (should have no effect on vanilla gameplay).
Bug fixes since 1.3.28
  • Fixed slimes not pouncing correctly.
  • Fixed items-crafted stat being 0 after loading a file until you craft something again.
  • Fixed rabbit’s foot not affecting the breakup scene in non-English language modes.
  • Fixed some rare tool-related crashes in multiplayer.
  • Fixed an audio-related crash often caused when using bombs.
  • Fixed Junimos dropping crops on the floor instead of collecting them.
  • Fixed NPCs walking through the saloon doors.
  • Fixed a few rare-ish crashes that can occur when connecting to another player’s game.
  • Fixed eye color being reset to brown after reloading.
  • Fixed inability to use rod / slingshot in festival minigames.
  • Fixed the title menu back button being hidden behind submenus.
  • Fixed inability to move after receiving a gift at the Feast of the Winter Star.
  • Fixed crash when saving after the game adds Lewis’s shorts to Marnie’s house.
  • Fixed crash viewing the map when another player is in certain events.
  • Fixed “double sound” when using singing stone.
  • Fixed a Geneva Convention violation (by replacing red crosses in graphics).
  • Fixed clicks on the chatbox not being registered when the game is paused.
  • Fixed players sometimes walking off in a straight line through all terrain when they get disconnected.
  • Fixed babies sometimes spawning in houses that don’t belong to the parents.
  • Fixed the potential for overnight events to cancel or skip a wedding event.
  • Fixed a desync that could occur if a player tried to get into the casino after a different player has removed the bouncer.
  • Fixed players able to simultaneously build overlapping farm buildings.
  • Fixed only one player being able to get the dark talisman.
  • Fixed the inability to place donated items on the bottom two rows of the museum.
  • Fixed farmhands being unable to pick up items they dropped in festivals.
  • Fixed Pam’s upgraded house interior event not happening.
  • Fixed visual glitches caused by triggering a shared event simultaneously with the return scepter.
  • Fixed softlock caused by mistaken ability to use daggers during events.
  • Fixed players all receiving the same personal overnight events on the same day (e.g. spouse asking if you want a baby).
  • Fixed attempting to demolish cabins of abnormally disconnected farmhands causing the cabin to be destroyed after you leave the buildings menu.
  • Fixed farmers getting stuck in the fishing casting animation after picking up someone else’s rod.
  • Fixed host sometimes appearing stuck using tool in shared events.
  • Fixed softlock when you play the Journey of the Prairie King past 2am.
  • Fixed glitched chest lid appearing when you destroy a cabin.
  • Fixed duplicate songs in the jukebox.
  • Fixed only one player’s glow ring working at a time.
  • Fixed farmhands not being able to see each others’ bundle changes.
  • Fixed bug causing some players to become married to two other players in 3-4 player farms.
  • Fixed player sometimes getting stuck in bed after another player got in and then back got out.

Thanks for playing Stardew Valley!

-Ape

Comments »
avatar

Stardew Valley coming to mobile

Hello everyone,

I hope you’ve all had a great summer and are enjoying this transition to the cooler weather of fall.

Today, I’ve got some exciting news to share with everyone – Stardew Valley is coming to mobile, and it’s actually releasing on the iOS App Store in just over 2 weeks time, on October 24th!

The mobile port is being developed by London-based mobile development studio, The Secret Police, who have been working with me for about a year. Chucklefish has been handling the business and marketing side of things. While the game will launch first on the iOS App Store, The Secret Police are currently working on finishing up the Android version, and I hope to give you more news about an exact launch date soon.

Features:

  • Supports iPhone and iPad gaming, just make sure to check on the App Store page whether the game is compatible with your iOS version
  • It’s the full game, not a cut down version, and plays almost identically to all other versions. The main difference is that it has been rebuilt for touch-screen gameplay on iOS (new UI, menu systems and controls)
  • £7.99 / $7.99 / 8,99 € with no in-app purchases
  • Includes 1.3 single player content, such as the Night Market, but not Multiplayer
  • PC players can transfer their save data to the iOS version via iTunes – but make sure to always back up your save data first! Mods are not supported, and any save data transferred containing mods may cause compatibility issues.

Pre-orders are available today

I want to be sure it is clear that the development of the mobile port has had no impact on the development of the console Multiplayer ports, as they are being worked on by two entirely separate teams/companies. Console multiplayer is making great progress and I have every intention to release it as quickly as possible. For a quick update on where it’s at, the Switch Multiplayer update is coming along well, and has now gone into QA (quality assurance testing). Xbox One and PS4 Multiplayer updates will follow (all being done by Sickhead Games). I promise to keep you all updated on any news I get regarding release time frames for all the consoles. I really appreciate everyone’s patience.

That’s all for now!

-ConcernedApe

Comments »
Stardew Valley 1.3 (Multiplayer Update) is now available!

This update is a significant change for Stardew Valley… Not only does it include a good amount of new content (new items, events, etc.), but it also includes the long-awaited addition of co-op multiplayer!

Several months ago, I finished working on the content additions, and turned my attention to finishing multiplayer. Progress on that front came along steadily.

Then, we started the multiplayer beta on April 30. Of course, I underestimated the number of bugs you’d all find! But over the past couple months Tom and I have worked hard to track and fix every known multiplayer bug. And now, it’s ready to go.

Credit must be given to Tom Coxon (of Chucklefish), who wrote all the major networking code himself and turned this fairly complex game into a seamless multiplayer experience! We’ve worked hard to make the co-op experience as fun and intuitive as possible.

I also want to thank everyone else at Chucklefish for all their hard work coordinating this big launch!

 

Below, I’ll give you a more detailed explanation of both the new game-play content and a more detailed explanation of how multiplayer will work.

First, let me share some of the new content with you. This is not an exhaustive list, and I’m purposely being vague on many aspects because I think it will be more fun to discover these things for yourself:

 

  • A traveling festival comes to town
    • For three days in winter, a traveling festival visits Pelican Town. Unlike a normal festival, farmers can come and go as they please, and the location isn’t “locked out” at any point (there’s no setup). Pelican Town is different for a few days, and most of the townspeople’s schedules change to reflect that. The festival offers farmers a once-a-year chance to acquire unique items, purchase an original work of art from the famous Lupini, enjoy some live entertainment, and more….
  • A winter mystery… and a new collection type
    • In winter, farmers might encounter a strange event… which will ultimately grant them the ability to start a new, “secret” type of collection. This new ability will surely result in unusual new adventures and greater knowledge…

  • Help someone out in town…
    • Farmers who have made great progress for themselves will have the opportunity to help someone in a significant way…
  • New Character Events
    • There are new character events, some of which grant you permanent bonuses. There are also a couple of “secret” events that you’ll only encounter if certain conditions are met.

  • Skull Cavern Changes
    • 3 new monster types added (more powerful versions of familiar enemies)
    • “Treasure Rooms” added (rare chance of finding a room with a chest containing useful items… including two that can’t be found any other way)
    • A new reason to attempt a deep dive…
  • Ability to change professions
    • If you regret your choice of profession, or simply want to try out something new, there is now a way to change your professions. It comes with a price, however…

  • Signs
    • Signs are craftable items which are available to you from the very beginning of the game. Any item in Stardew Valley can be “clicked” onto the sign, and it will display that item (the item won’t be consumed).

  • Decorations
    • A variety of new outdoor decorations have been added, including many that are “seasonal”, meaning that their appearance changes with each season. Multiplayer makes decorating even more fun.

  • Auto-Grabber
    • An expensive item that can be placed in a barn and automatically harvests milk and wool from the animals each morning.
  • Garden Pots
    • Garden pots allow you to grow any crop indoors year-round. Think of them like one-tile greenhouses. When placed outside, however, they only grow crops that are in-season.

  • New Crop
    • There is a new crop that only grows indoors.
  • Fireplaces are now furniture
    • This means you can move your fireplace around, and also buy a couple of different kinds of fireplaces.
  • Hats on horses
    • You can now put hats on your horse. Enjoy… (this was actually an original intended feature in Stardew Valley two years ago, but I never finished it and had completely forgotten about it. Now it’s finally finished)

 

Now, a more in-depth look at how multiplayer works…

Stardew Valley now supports up to 4 player co-op. Co-op is nearly identical to single-player, but with 1-3 other friends playing together with you to achieve a common goal. Any single player game can be “converted” to a co-op game by having Robin build one or more cabins on your farm.

One player serves as the host, and the other 1-3 players connect to the host in order to play. Therefore, the host must be in-game at all times when the group wants to play.

The new update adds a Co-op button to the title screen. Clicking the button will bring you to the co-op menu, from which you can:

  • Host a new co-op game
  • Re-host an existing co-op game
  • Join a new farm (provided that any of your friends are hosting and have a cabin available for you)
  • Re-join a farm (provided that the host is in-game)
  • Join a LAN game (by entering the IP address of the host)
  • Enter an invite code (generated by the host) to join a game (this allows for Steam/GOG crossplay)

When hosting a new game, you’ll have some new options available to you:

  • “Starting Cabins” gives you the choice to start a new game with 1-3 cabins pre-positioned on the farm. If you decide to go this route, you’ll have two “Cabin Layouts” to choose from: “Nearby”, which places the cabins close to one another, encouraging a communal farming style, and “Separate”, which places the cabins far apart and allows for more independence.

Alternatively, you can start with no pre-positioned cabins and instead build them yourself (via Robin).

  • “Profit Margin” adjusts the profit margin of goods that you sell. You can choose between “Normal” (the original Stardew Valley amount), “75%”, “50%”, and “25%”. This is, in effect, a way to increase the difficulty of the game. For larger groups of experienced players, it might be desired. However, keep in mind that there already is some “scaling” of difficulty built into the game, since each player will need to upgrade their own tools, upgrade their own houses, buy bigger packs, etc.

  • In co-op, all players share the same pool of money, and are working together on the same farm. The state of the game world, including the main storyline, is shared between all players. However, each player has their own private inventory,  skills, achievements, collections, relationships, quests, and crafting/cooking recipes.

In general, it’s assumed that co-op games are only being played with people you trust. The game maintains no real concept of “ownership”, since all players are working communally on a shared farm.

  • When it’s time to go to bed, all players must enter their beds. Only then will the day end.
  • Players can marry each other by crafting a “wedding ring” (An old Zuzu City tradition), and offering it to another player. If the other player accepts the ring, the couple is now engaged.
  • The chat box allows you to communicate with each other… with the help of nearly 200 custom Stardew Valley emojis!

 

 

 

Here’s a trailer:

 

Also, want to let you know that the console versions of multiplayer are in development & coming soon.

I hope you enjoy the update!

-Ape

 

 

 

Comments »
avatar

PS VITA release date!

Hi everyone,

Perhaps the most common questions I get asked is, “When is Stardew Valley coming to PS Vita?”

Well, the time has finally come for me to answer…

Stardew Valley will be coming to PS Vita on May 22nd!

It will be cross-buy, so you’ll only need to purchase one copy to play on both your PlayStation 4 and your PS Vita. This also means those of you who already own the game on PlayStation 4 will now be able to download the PS Vita version too!

Stardew Valley on-the-go is a lot of fun, so I’m very excited to bring it to a great portable console like the PS Vita!

I look forward to hearing about your experiences in Stardew Valley.

-ConcernedApe

Comments »
avatar

Stardew Valley v1.3 Beta

Hello everyone! The highly anticipated multiplayer update is almost upon us. After several months of internal testing and QA, we’ve decided to open the beta up to a wider audience. This blog post details everything you need to know if you want to help us test the update before it goes live.

How do I opt into the beta?

Currently the beta is only available to Steam and GOG Galaxy users.

To enable the beta in Steam, right click the game in your library and select properties. On the window that pops up there will be a ‘betas’ tab. In the text box, type the password for the branch: jumpingjunimos. Then click the ‘Check Code’ button.

If you’ve done that correctly, you will now be able to select the ‘beta’ option from the drop down box.

Once you’ve done that, Steam will start downloading the update.

GOG Galaxy users can opt in with the same branch name and password by following these instructions.

What precautions should I take?

The v1.3 update is still a beta at this point, which means there will be bugs! At the very least, it’s recommended that you:

  • Backup your save files before playing the update. Your save files are located in %APPDATA%\StardewValley\Saves on Windows, or ~/.config/StardewValley/Saves on Mac and Linux.
  • Remove any mods you’ve installed that haven’t been updated for v1.3. You can see a list of compatible mods here.

Can I use my existing save files?

Yes, your old save files can be used in v1.3, and they can even be used to host multiplayer games! However, note that:

  • You should back save files up before installing the beta.
  • Files that you save in v1.3 can’t be loaded in v1.2 or earlier.
  • If your game was modded, it may or may not be recoverable in v1.3.

If you have a vanilla v1.2 save file that can’t be loaded in v1.3, it’s a bug! Report it to us, and we will fix the issue.

How do I host my farm?

Each player needs to have their own home on the farm, so the first thing you’re going to have to do is build each of your friends a cabin to live in. Don’t worry, they’re cheap! You can have up to three on your farm.

When your cabins are built, save, return to the title screen and open the co-op menu. Your file should appear in the host tab.

Alternatively, if you are starting a new farm, you can start the game with cabins already built on your farm. From the title screen, open the co-op menu, select the ‘Host’ tab, and then ‘Host New Farm.’

The new options on the left allow you to pre-build up to three cabins on your farm.

In the settings menu are some new options you may want to play with:

‘Server Mode’ configures the visibility of your server:

  • With ‘Friends-Only’, only people on your friends list in Steam (or GOG) can see your server and join it.
  • With ‘Invite-Only’, only people you send invitations (or invite codes) to will be able to join your server.
  • ‘Offline’ shuts the server down immediately. This will disconnect all players besides yourself.

‘Accept IP connections’ allows players on your LAN to join your game, whether any of you are signed in with Steam/GOG or not.

‘Enable new character creation’ allows players who connect to your server to create a new character on your farm. If you’ve got more cabins than players on your farm, and you don’t want anyone else to join for now, you can turn this off.

How do I invite people to my farm?

There are a few ways for people to come to your farm. You can use whatever is most convenient to you!

All of these methods require you to first load your farm through the host tab in the co-op menu.

1. The co-op menu

If your server is running, your Steam/GOG friends will be able to see and join your farm through their co-op menu directly.

This is only possible if your server is set to ‘Friends-Only,’ and your Steam privacy settings permit friends to see your game library.

2. Steam / GOG friends list

If your server is set to ‘Friends-Only’ and your Steam privacy settings permit friends to see your game library, they will be able to join your game through their friends list.

3. Steam / GOG invitations

As the host, you can send invitations from the settings menu, using the ‘Invite Friend:’ button. When the recipient accepts your invitation it will automatically launch Stardew Valley on their end and connect to your game.

4. Invite codes

If the person you want to invite is not on your friends list, you can invite them using an invite code. These codes enable cross-play between Steam and GOG. Due to platform restrictions and technical limitations, we are not currently planning to roll this functionality out any wider than Steam and GOG.

To get your invite code, open the settings menu, scroll down to the multiplayer section and click ‘Show Invite Code.’ A 10-12 character string of letters and numbers will show on your screen for you to send to your friend. Your invite code will change each time you reload the game.

To use the code, your friend should launch the game, and then in the co-op menu choose ‘Enter Invite Code:’

You must both be signed in on the Steam client and/or GOG Galaxy client in order for this to work.

5. LAN

For the final method, you must both be on the same network, i.e. behind the same router.

Launch the game and host your farm through the co-op menu as usual. When the game is loaded, find out your computer’s IP address. Note that you should use your computer’s actual IP, not the Internet-visible IP that websites see. This means checking your computer’s settings. Googling ‘whats my ip’ won’t give you the right result.

Once you have your IP address, your friend should open the co-op menu, click the ‘Join LAN game’ button and type it there.

Neither of you need to be signed in with Steam/GOG in order to do this, however the ‘Accept IP connections’ setting does need to be on.

Why can’t my friend join my farm?

There are a few reasons the connection might fail:

  1. You are not signed in on Steam/GOG. Check ‘Server Mode’ in the settings. It should say ‘Friends Only’ or ‘Invite Only’. If it says ‘Online,’ it isn’t connected to Steam/GOG and it’s only serving LAN games.
  2. Your server is still connecting to Steam/GOG in the background. Click the ‘Show Invite Code’ button in the settings. If the invite code displays, you’re connected. Sometimes it can take a minute or two.
  3. Your friend is not signed in on Steam/GOG.
  4. Your privacy settings in Steam prevent your friend from seeing and joining your game.
  5. There isn’t a cabin available for your friend. Either the maximum number of players is already connected, or all the cabins have all been claimed by other people.
  6. You’re running different versions of the game (‘version mismatch’).
  7. You’re trying to connect by IP when you’re not on the same network. Use invitations instead, they’re a lot easier!
  8. There’s a problem with one of your Internet connections.

How do I report a bug?

Here’s a thread specifically dedicated to beta bug reports. Posting details into this thread is the best way to communicate new issues.

Also search that thread and the support forums for your bug. If there’s already a thread there’s no need to start a new one, but please post if you can provide new information about the problem!

When reporting bugs to us, following a few simple rules can help make bugs much easier to identify and fix:

  • See if you can trigger the bug again by repeating what you did.
  • Give your thread a descriptive and specific title. “Crash” is not specific, whereas (for example) “Game crashes when the load game menu opens” is.
  • Include as much relevant information in the body of your post as you can.

Including a few bits of extra information in your report can help a lot. Try to include:

  • What happened? Did the game crash, freeze / lock up, or just do something wrong (e.g. use the wrong character’s dialogue)? What did you expect to happen here?
  • What were you doing in the game at the time? (e.g. switching to full screen mode / talking to Linus on Spirit’s Eve)
  • Whether you were able to trigger the bug again by repeating what you did.
  • Your operating system name and version.
  • If the game crashed, attach (or link) your error logs. These can be found in
    • Mac / Linux: ~/.local/share/StardewValley/ErrorLogs
    • Windows: %APPDATA%\StardewValley\ErrorLogs
  • Your current version number. You can usually find this in the bottom left corner of the about menu. (Click the ? on the title screen.)
  • A screenshot can help. A video of the bug is even better if you can do that! 👌

How many players does it support?

You can build up to three cabins for other players. With the host player included, that makes four players total.

Can I marry another player?

Yep! You’ll need to find a wedding ring, and right click on them to propose!

Can the game be paused?

In single-player, you can open the menu to pause the game, as you’re used to.

In multiplayer, the game no longer pauses when you have the menu open. If you need to pause the game for a break, the host can use the /pause command in the chat box. This pauses the game for all players.

How do we sleep? How do we start festivals?

To sleep, all players must enter bed and answer yes to the dialog. The day won’t end until all players have done that.

Starting a festival is similar. All players must enter the location of the festival before it will begin.

What things are shared vs separate?

Farm Shared
Money Shared
World updates (Community Center, etc.) Shared
Inventory Separate*
Skills Separate
NPC relationships Separate

*Although inventories are separate, offline players’ inventories can be accessed through the chest of drawers in their cabins.

In deciding what to share vs keep separate, our main goal was to encourage cooperation and teamwork. Since the farm and your money pot are your main way of progressing through the game, they have to be shared in order to facilitate cooperation. Without this, there would be no need for players to even interact!

Does this beta contain the new single-player content too?

Yes. More details about it will be shared at a later date.

When is the update hitting the stable (default) branch?

TBD

How did you add multiplayer to Stardew Valley? :O

After donating a bundle of ethernet cables to the junimo sprites, I recompiled the game with the “add multiplayer” checkbox on. I missed some of the forage items in the first year, so it took two years.

Comments »
avatar

Update On 1.3

Hi everyone,

Just want to give you a quick fill-in on the status of the new update.

As you may know, I’ve always worked solo on Stardew Valley. However,  for this multiplayer update I’ve had the help of Tom Coxon (of Chucklefish). He’s done all the network coding to turn Stardew Valley into a multiplayer game… truly an impressive feat, and one that would not be possible without his talent. He deserves a lot of credit for this — Thank you Tom!

Now, here’s where we’re at:

Work on the new features is done, and we’ve sent all the new text off to be translated into the different languages. Meanwhile, we are working on bug fixes. Once we’ve received the translated text and integrated it back into the game, we’ll begin a serious QA phase involving thorough testing of all new features in both multiplayer and single player contexts. When that is finished, the update should be ready for a public beta.  I am still shooting for a spring release for the beta.

When the beta gets closer to launch, I’ll fill you guys in on more specifics as to how multiplayer will work, as well as a more complete list of the new features in the update.

I’ll also be sure to let you guys know as soon as we’ve determined a more concrete timetable for release.

For now, here’s a screenshot of the new signs in action:

These signs are crafting items that will be available to you from the start of the game. Any item in Stardew Valley can be “clicked” onto them to display. 

Thanks so much everyone for your patience while we get this update ready. It’s really going to be a “game changer” for Stardew Valley!

-Ape

 

 

 

 

Comments »
Page 1 of 7