Everdream Valley stands out in the popular farming sim genre due to its unique characteristics. It offers a variety of engaging minigames, focuses on stress-free gameplay, and provides ample options to customize the challenge level. This indie game truly understands its target audience, making it a delightful addition to the genre.
Game Rant recently interviewed Marek Maruszczak, the developer of Everdream Valley, to discuss the game's positive reception, future content plans, and his perspective on what makes a farming game great. Maruszczak also shared insights on the challenges of balancing a large open game with a small team, as well as the inspirations behind the game's mechanics and aesthetics. The interview has been edited for brevity and clarity.
There has been a significant amount of feedback since the launch of Everdream Valley. Shortly after its release, we promptly addressed this feedback by uploading Patch 1.1. This patch not only fixed various bugs but also incorporated features that players had expressed a desire for. One such feature is the addition of a mirror, allowing players to alter their appearance during gameplay instead of solely at the beginning.
We have introduced a new feature called "polite wolves" to enhance your interaction with these creatures in the game. Previously, players would often find themselves getting startled and frightened by the wolves when venturing outside the farm at night. However, with the option of "polite wolves," you don't have to worry about them causing any harm or posing a threat. Instead, they will only create a sense of fright, and the player will wake up the following morning on their farm. After receiving feedback from numerous players expressing their fear, we decided to provide an alternative for those who prefer not to engage with wolves. These wolves are characterized by their bright red eyes and loud howls, which can be quite terrifying.
By selecting the "polite wolves" option in the settings, you can disable this feature. Additionally, we have included dialogue where the wolves assure the player, saying, "Okay, if you don't want us to be so scary, then we won't be!" We have transformed them into amusing characters rather than frightening ones. Furthermore, we have made the mini-games optional. While some players thoroughly enjoyed the mini-games, others may prefer to skip them. These mini-games cover various interactions, such as milking goats and cows, as well as shearing sheep and alpacas.
For some players, that was quite satisfactory, but there was also a significantly large group who expressed their disinterest in participating. Their preference was simply to acquire milk and wool and then proceed to decorating the farm or exploring. Therefore, we have made the minigames optional, while simultaneously increasing the rewards for those who do choose to engage in them, making it twice as appealing as opting out of the minigames. As a result, we have implemented several rapid changes, and we have plans to introduce more in the upcoming weeks. Additionally, we received numerous complaints about the overly aggressive snails that would destroy crops after rainfall, making it difficult for players to combat them. In response, we have modified their behavior to reduce their hunger and slow down their consumption of crops. These are the types of adjustments we have made to enhance the gaming experience.
We aimed to create a game that offers flexibility in its design and caters to a wide range of playstyles. Our goal is to provide players with a cozy and relaxing experience, reminiscent of the carefree summer holidays of their childhood. Unlike other games that impose time limits, such as the risk of crops dying out within a specific timeframe, we want to eliminate such constraints and make the game even more comfortable and enjoyable for everyone.
A: While our game shares similarities with Stardew Valley as a farming sim, we have intentionally omitted certain stressful mechanics such as tools breaking or passing out at night. However, for players seeking a greater challenge, we have also included optional features like encountering wolves, etc.
Maruszczak: Absolutely. While our game does have a stamina system that can be depleted, replenishing it is quite simple as you can consume fruits and even enhance your maximum stamina by preparing various dishes in your kitchen. However, we deliberately avoided making it an intense farm simulator. As for the future, we have yet to determine what it holds, but our current focus is on cultivating a delightful and immersive adventure.
Q: In your recent 1.1 update, you introduced numerous quality-of-life enhancements. Are there any intentions to introduce further content down the line?
Maruszczak mentioned that the team is planning to release the next patch, 1.2, in the near future. This patch will address known bugs reported by players and also include additional content that players have been requesting. By reviewing the comments and discussions on Steam, several of these requested features have already been implemented.
In addition to the upcoming patch, the team intends to continuously add new content over the span of one to two years. This will include smaller content packs featuring various animals, hairstyles, clothes, and additional gameplay mechanics. Furthermore, there are plans for two major DLCs, although these are not yet confirmed and subject to change.
One of the DLCs we are developing includes an extensive range of new non-player characters (NPCs) as well as an abundance of fresh content and enhanced building mechanics. Additionally, the second DLC is highly anticipated by players around the world: cooperative multiplayer. However, I am unable to provide an official confirmation at this time. Rest assured, our team is diligently working on implementing this feature, although I cannot provide any specific release dates. We aim to make this addition available as soon as possible.
Maruszczak mentioned that they currently have a prototype for the multiplayer feature, which is being tested. While he cannot guarantee that all the options will remain or if new additions will be made, the current plan is to allow for up to four players to interact on one map. Players will have the ability to collaborate on building and farming tasks, as well as undertake quests together. This multiplayer experience will not be limited to simply observing each other's farms, but also actively engaging in farming activities as a group.
The team initially gathered to brainstorm the concept and ensure that it aligned with our collective vision. As for whether it has unfolded as we had envisioned, only time will tell.
Maruszczak expressed his satisfaction with the outcome, stating that it exceeded their initial expectations. He revealed that most of his team members have been acquainted since 2016, having collaborated on various projects across different studios. However, it was when he met his business partner that they decided to establish Moon Eaters studio and embark on the development of a small farm game for children. Maruszczak proposed expanding the game's scope, envisioning a seamless open world with mini-games similar to the popular Grand Theft Auto franchise. Consequently, what initially started as a small game for children evolved into a larger project.
Although the game is indeed suitable for children and is enjoyed by many, Maruszczak identified their primary demographic as cozy gamers in the age range of 20 to 30. These are players who appreciate titles such as Animal Crossing, My Time at Portia, and Harvest Moon. Drawing a parallel with Pokemon, Maruszczak explained that although the game's premise may appear child-friendly, its actual target audience is different. Initially, this project was just one among many for the studio; however, over time, it gradually became their flagship undertaking. In 2020, the team expanded from three or four members to a total of 10 to 12, reflecting their growth. They are optimistic about the game's future, hoping for even greater success.
The game has been available for about a week, and we already have players who have logged over 120 hours of playtime, while many others have accumulated 20 or 30 hours. Currently, our focus is on addressing any bugs, incorporating features that players have requested, and developing DLCs. Additionally, we are in discussions with more developers and game designers to expand our studio and create a more extensive and fulfilling gaming experience.
Q: It's intriguing that you mentioned Grand Theft Auto as an influence for a game with a cozy atmosphere. Were there any other games that influenced your design approach for Everdream Valley?
I have always had a diverse taste in games, enjoying titles like Grand Theft Auto, Pokemon, Animal Crossing, and Fallout 1 and 2. What appealed to me most in these games was the sense of freedom they offered. While there was a main story to follow, I relished the opportunity to embark on my own adventures, exploring every nook and cranny or seeking out random encounters, similar to the experience in Fallout.
In the early versions of Grand Theft Auto, including Grand Theft Auto: London, I found myself more interested in causing chaos in the city rather than completing the story missions. This desire for freedom was something I wanted to incorporate into our own game. While the emotions and themes may be different, we aimed to capture that same sense of liberation. Although our game may be smaller in scale, the reviews reflect that we have achieved this to some extent. This reassures me that we have succeeded, at least partially, in delivering a game that encapsulates a feeling of freedom.
I drew inspiration from various games in the farming genre, such as Harvest Moon, Stardew Valley, My Time at Portia, and even Summer in Mara. These games influenced me in incorporating storytelling elements alongside farming mechanics. Additionally, Animal Crossing played a significant role in shaping my game, particularly in terms of including collectibles like different insects.
In our game, we offer a diverse range of butterfly species, with a total of 30 variations. Similarly, we have 16 distinct types of beetles and 12 different kinds of frogs. However, our intention was not just to provide them for visual display. Rather, players can actively utilize these creatures within the game. Some can be used as ingredients for animal treats, while others serve other purposes. Our inspiration from Pokemon also influenced the mechanics of collecting these creatures.
The enchanting visuals and serene ambiance found in Studio Ghibli movies served as a great source of inspiration for us. Similarly, we drew inspiration from the Ori series, particularly in terms of the visually stunning graphics and immersive atmospheric effects. In our game, we have incorporated various particle effects on the screen, creating a visually rich experience. While our game differs significantly from both Studio Ghibli movies and the Ori series, we have utilized particles in a similar manner. These particles are present on the screen, in the form of FX particles within the game world, and even on animals, allowing us to create multiple layers of captivating content. Additionally, we have employed volumetric fog to further enhance the overall atmosphere of the game.
Q: What do you think makes a good farming game?
Personally, I believe that a good farming game can be categorized in various ways, and different players may have their own preferences. In my opinion, the freedom to make choices is crucial, as I mentioned earlier. However, I understand that this may not be the priority for every player.
In addition, I believe that the game's economy and mechanics should be well-integrated and complement each other. This is an area that we acknowledge needs improvement in our game, as we currently offer a lot of freedom but the economy could be enhanced. Rest assured, we have already taken steps to address this issue and I am confident that we will soon reach the desired outcome.
The economy shouldn't dictate the only way to succeed in your game. For example, relying solely on growing tomatoes for maximum profit. While we acknowledge the need for balance in this aspect, we have chosen to take a slightly different approach. Our focus is on providing players with freedom, although it does present challenges when it comes to fine-tuning the economy and overall game balance.
While the economy and balance are crucial, visuals hold great importance to me personally. In farm games, visuals play a significant role, although I understand this may not be the case for everyone. It's not necessarily about having 3D graphics; pixel art can be equally amazing. I have a dream of creating a farm game with visuals inspired by Chucklefish's Eastward. The visuals in Eastward are truly stunning, making it my favorite pixel art game in terms of aesthetics. I'm aware that Chucklefish is currently working on Witchbrook, which aligns closely with my vision, but I still believe Eastward surpasses it in terms of visuals.
In terms of our performance in this category, I believe we have a strong standing. While there is room for improvement, particularly in enhancing shaders, our current game has garnered significant satisfaction from numerous players. It is gratifying to know that we stand out within the genre in this regard. Additionally, it is worth mentioning that we accomplished this feat using Unity, despite the challenges that come with implementing certain elements compared to Unreal. However, it is important to acknowledge that Unity also offers advantages in other aspects.
Q: Regarding the challenges faced, what do you consider to be the most difficult aspect of developing a game like Everdream Valley?
Bug fixing is a significant challenge, especially when working with a small team. This is particularly true for open-world games like ours, as there are countless ways for players to find and exploit glitches. Despite receiving assistance from our publishers in bug fixing and quality assurance during development, it was still insufficient. Players often discover new and unexpected ways to disrupt and break the game, making it nearly impossible to anticipate and address all potential issues. While having more testers would undoubtedly improve the situation, it remains extremely difficult to develop and thoroughly test an open-world game with limited resources.
Furthermore, we had numerous ideas and mechanics that we were unable to incorporate into the game, not because of time constraints, but due to a lack of sufficient testing. Even the features we did manage to implement sometimes fell short in terms of thorough testing.
Still, at some point, we have to make the decision to ship the game and let the players decide whether they like it or not. I believe that we have been performing quite well, but there is always room for improvement. In general, I am quite satisfied with the current state of the game, and I am eagerly looking forward to the next patch and what it will bring.
Yes, during the development process, we had experimented with various features that didn't ultimately make it into the final version of the game. One particular feature that we have been continuously working on and intend to further improve is the herding mechanic with a dog. Originally, we had implemented a system where players could train their dog using the second analog stick, while controlling the player character with the other stick. This allowed players to effectively herd larger groups of animals, such as packs of 20 sheep, for instance.
We initially implemented a feature where the sheep would flee from both the dog and the player, running in any direction. Our intention was to create a gameplay experience where the sheep could be herded between the dog and the player. However, this proved to be quite challenging and almost on the level of competitive gaming. While my team and I found it enjoyable, the players expressed their frustration in the comments section of the demo, stating that it was not what they had expected and that they simply wanted a relaxing experience without the need to quit in anger.
As a result, we have made several iterations to make it progressively easier. Currently, there is a magnetic sphere between the player and the dog that attracts the animals. In our opinion, it is now quite easy, but some players still find it too difficult. Although we do not plan to change this mechanic, we are actively working on introducing alternative ways to herd large groups of animals.
The minigames underwent significant revisions, resulting in a majority of them becoming less challenging compared to their initial versions. We discovered that the level of difficulty that appealed to us was actually quite demanding for our audience. This is a common occurrence among developers who are intimately familiar with the game mechanics. This is particularly evident in cozy games, as they attract a large player base who prefer a more relaxed and enjoyable experience rather than intense challenges. As a result, we continuously made the game progressively easier with each iteration.
Q: What’s next for Moon Eaters now that the game is released? Do you have a future project in mind, or are you just focusing on Everdream Valley for now?
We are currently prioritizing the development of DLCs and addressing any bugs in Everdream Valley, while also focusing on providing additional content for our players.
In addition to that, we are also working on two new games. One of them is a delightful cooking game called Cute Your Food, which features stylized graphics and allows players to play with their food and achieve visually appealing results.
Are there any common inquiries from potential players that you would like to address?
Maruszczak expresses gratitude towards the players for their support and patience during the successful premiere of the game. Additionally, he acknowledges the contributions of the players who have been actively answering questions in the comment sections, recognizing their valuable efforts.
Everdream Valley is available on PC, PS4, PS5, and Xbox One, and is coming to Nintendo Switch on June 23.